Last change for the day. Did something about the BHG Cap weapons. Their power usage was very high compared to their damage output, a real outlier. I've more or less taken the Liberty guns, added 5% damage and added an additional 5% power consumption, then compared the result to the nearest resulting members (which turns out to be Order and Liberty, appropriate). So, compared to Liberty: Slightly less efficient, slightly more damage. Should be more then good enough for the BHG to prefer their own stuff over basics... Also beefed the Orca forward gun a bit as it turns from a slightly flexible gun to a fully fixed arc one. And the Orca grows a bit in size.
Additionally, tweaked the AI guns a bit. They'll do good damage, and players can pick at Gammu which variety they want, from: 2.0, 4.0, 6.0, 8.0 or 10.0 as main gun. DPS is roughly the same, slightly more at the higher fire rates.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
Good work on the recent changes, AD. I also like the system layout now that I can make sense of it
(03-26-2013, 11:46 PM)Hasteric Wrote: Then there's the factions that don't have capital ships at all. Mercs, groups like CR| that have a history of not using many - or any - capital ships for in-roleplay reasons, etcetera.
To be fair, this is mostly from a lack of good cap pilots (that we've known about anyway). However, since the officiality request went in we've talked about combined ops: a Thanatos supported by snubs, which we have been using very effectively in the past few weeks.
Also, the state of the Kronos is a big factor in our use of heavy caps, so we've decided to have only a couple and most of the Zephyrs chilling before Sabah is completed and can fix their engines/jump-drives.
couldn t check if its a bug / oversight or on purpose - but does the wild actually require large capital ships at all? can t they do what they did in the singleplayer and coerce the regular rheinland military into doing their deeds instead? [multilateral RP understanding of course, not uniltateral RP]
I very much doubt that is an error in the ID Stoat. I for one see no reason whatsoever for the Wilde to have access to heavy capital vessels. To have them does not further their goal of spreading the nomad infection among humans covertly or semi-covertly, since it's nearly impossible to be sneaky with caps (in terms of political visibility). It also doesn't further their goal of creating dischord among the houses since capital ships are WAY too visible and, as a result, tracked.
Also, that link you posted doesn't work for me - probably different amounts of posts per page. What post number are you referring to?
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
Issue: cannot use ships larger then gunboat, or freighters or transports.
Dusty Lens Wrote:
Stoat Wrote:Point 2
Why are we all of a sudden not allowed to fly Freighters, Transports, Cruisers and Battleships anymore?
Because the original ID was cloned from the Nomad ID and some mistakes were made that wasn't carried into this copy due to an oversight. You're known for spamming Scorpions, I wonder how that will change now that the Scorpion is no longer the wtf murder machine it once was.
There's a considerable amount to be said about this topic. I get the feeling we (Das Wilde and the devs) need a serious discussion about what's going on