It would make piracy a lot more harder around 9% less time to kill the transp or around 3-4k in travelling time- it means that 17k from docking point wont be possible if the transp knows what he is doing and have armour and bb. This would lead to more poor piracy RP since the pirat need to shot directly on encounter in order to have the time to kill the transp, on the other side the transp wont bother to RP at all and would dodge/thrust only- great work on RP server since more then the half of the lines have base around 19-21k from the middle of the line. The pirate would have around 13 seconds to make demand and start shooting (2k at 150 speed) before he comes into no-pirate zone of the 15-17k. This would make the light bombers and light gbs quite bad in piracy unless you buff their DPS.
The consideration to reduce small amount of bots/bats of the transports to cover the change would be nice or 4.87 would be the second version after 4.86 where the trading is enormously buffed while piracy nerfed. If we compare the 4.85 activity with 4.86 activity and look at this trend.. ouch. I really hope that you nerf trade income a lot- harder to pirate is ok in RP but the money made must be less in this case.
Also I like the cruiser nerf- it would make battleships a bit more potent vs cruisers.
I does not like the number of the missile limit, I see only 2 variations with this number:
1: Missiles are OP and track quite well with really less chance to dodge them- bad for the game play- you make I win button gun.
2: Missiles are similar to the state now with 40 shots- bad for game play- another useless capital ship gun together with pulses&razors. None would use them making the capital-ship load-outs a lot more boring. None would use gun that can easy be dodged till the attacker goes out of ammo- it would be another capitalship nerf.
Missiles in general are not balancable since you have many different classes to balance them against.
I would propose to introduce more types of missiles that take heavy slots- heavy anti-BS missile and anti-cruiser and anti-snub missiles with different missile count,speed turning and damage. So some rock/paper/scissors balance could be introduced.
If you does not have the time then keep the missiles as they are but give 100 missiles for Battleships, 80 for cruisers and 60 for gunboats.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)