Any weapon in regular production would have known stats, and I doubt that the FL universe is any different. I agree with this for codename, nomad, and any other weapons of unknown origin, though.
"random fluff" This is "type" weapon developed by "faction". It is "effective" but "negative". Also its best against "shield" and weakest against "shield".
Refire rate: #
Speed: #
Range: #
// "this is place where you insert differet things" and # is number.
I am in favour of this idea overall, but it is a lot of work. That's a *lot* of infocards that need editing. I think that we could probably do it, if other admins were in agreement overall on it. I think it would be cooler not knowing the stats for the weapons. They'd obviously need a bit of tweaking each, but I think that is actually being done anyway?
Anyway, not too sure on it overall. But I'd like it, even if people could just get the stats from datastorm etc. Most people wouldn't (mainly through not knowing about datastorm, admittedly XD).
well - personally, i never checked the ini or other methods to gain insight into the stats - mostly cause i don t care enough. - the point is that every ship kind of feels different for each pilot individually. so - i am not sure if every pilot "feels" the sabre to be awesome at strafing. - come to that, not every pilot uses strafing to dodge, some pilots use turning to dodge. - but ever since the revealing of every bit of stats - everyone knows that it dodges very well - and so the ship is treated that way.
or the thing with the turn rates - since the light fighter thread - i know that a nomad LF has a turn rate of 2.0 - while the next best public fighter has a turn rate of around 1.4 ( or whatever - it was a lot less ) ... as a player, i would have never really noticed the difference, - but now that i see it, i feel like its an unfair advantage for no reason but the "we are better than you" reason. ( not my personal pov, but thats what comes to mind ) - and so i ll ask for balancing - and if i don t get the balancing, i ll feel bad - and i will point at the unfairness of stats when i loose against one.
keep in mind.. if i did not know the stats at all - i would prolly never point out that the other ship is vastly superior to mine - means less bickering. players simply love to point at issues that are not under their control to find a reason why they lost a fight.
or take the BHG gunship - i was using it 2 times - and it never felt uber. - it never even felt like it was as small as a barghest and would turn quicker than one. - i felt perfectly fine in it ( or as much as possible - i don t like gunboats much ) - but ever since the unfairness has been pointed out, i hesitate to use it, cause now i know that its overpowering ( or so its said ).
if every stat was deleted from the ID cards - and the stats were balanced ( which might happen anyway ) - it wouldn t cause a state of bliss from total lack of knowledge. - and those players that really wanted could still look stuff up with an editor or a fileviewer - and slowly but steadily knowledge would pour in again - but there might be some rumor about some stuff - rumor that is beneficial.
here is another example:
i wouldn t fly my battleship against the nomad battleship, cause i know the stats and i know that i will loose. - in a battleship vs. battleship fight, its quie easy. - you simply cannot miss the other one and its all down to the timing of your special weapons and the use of the shieldbats / nanobots - but mostly down to the armour. - i know that the juggernaut has 550k and the nomad BB has 650k - so i cannot win. ( or so i think ) the problem here is ... i won t even try.
now if i didn t know about the armour values and the weapondamage ( except that it might say "heavy battleship primary cannon to damage the shields and the hull alike" ) - i would prolly give it a try... and if it was even possible to HIDE armour upgrades, a lot of certainty of a battle would vanish, in favour for attempting it.
now i know that stats are not everything, and i know that there is more about it - but one backs off a fight quicker when one knows about the stats - and thats somewhat a sad thing.
bit like that... my BB was destroyed once in magellan by the harbinger. - at that time, we both had the same armour upgrades and we both struggled with the geometry. he was trapped in the lane, i was trapped in the jumpgate - we were both pretty much immobile.
he survived with around 15% armour - which is about as much as his 100k more base armour did - considering the juggernaut has slightly more firepower due to more generous fire arcs. - the next time we had a fight, i had a cap 8 armour - and he still had a cap 6 armour. - needless to say, he ran that time - and PMed me ( "you have a cap8 armour!" ) - so far for the scan. - next time he had a cap 8 armour, too.
thats what revealing too much information does. - we cannot spin the wheel of time backwards. - but for the encoutners, it would have been better not to know what equipment he had ( or i )
deleting stuff might be a long term project for someone that has a lot of time ( not i ) ... it might be beneficial - although its doubtful after all the time WITH the information. - the work will be greater than the reward for it - i daresay.
From what i've read here and seen in game, a lot of the issues involving anger, frustration and so forth are about pvp and its balancing. If nobody actually knew about the specifics of their weapons, I think it'd reduce a lot of the angst in the community.
I'd like to see it applied to ship infocards, gun infocards and possibly armours and shields. It'd be great to have people compare ships like "I could feel it manouver better in combat, but it seemed to die fast" instead of "it has .3 more turning than my ship with only 500 less armour, imbalanced!!!"
' Wrote:- the ID cards showed NO more stats, but only a history and maybe the type ( particle, plasma etc ) - it wouldn t show you that it does 1026 shield hull damage and maybe 598 shield damage. - instead it would just say that its an experimental weapon doing extremely much damage at the cost of terribly much energy.
I don't think I like this because it just makes the gap between initiates (people playing the game for some time) and newbies much bigger (there is a gap already, that is only natural but the game mechanics should offer ways that a noobie can gain on his lack of game lore skill without needing to play for years and rely on rumors). It also makes communication much more needed (which may be a plus in your view but a minus in my view where I prefer lonely, anti-social characters).
However I am also the embracer of compromises what you are saying should be nice to have for some weapons (say the coded weapons). Thus while you can still play and have a lot of fun with the normal weapons once you get to the coded ones (which my the game mechanics should be possible only after a long time of playing since it requires you to get all that money to get all those ships and weapons to explore those dangerous areas containing those weapons) you should know the game enough that you should have some ways to find out more info about those weapons even if their infocard does not show it.
So yes, while I don't find it a good feature for all weapons/items in the game, I do find it nice for rare/powerful items (adds some mistery to the game).
I love the idea. I don't think it'll stop the arguments over stats as that'll still be available to those that want to get them, but for those of us that aren't so bothered about the small differences in damage per second it'll be a nice bit of mystery.
@memeics - I don't really see that there's a gap. Anyone into games stats can still get the info using datastorm and the like, regardless of wether they've played the game before.
I like this idea, it is also sensible from a roleplay point of view as a rogue for example, should not know the stats of a vengeance cannon, especially the class 9 version. Neither should the Lawful pilot have info on the enemies loadout. (Probably just the name of the weapon nothin' more).