Not a bad idea actually. The cruise generator could possibly add more power regeneration when you are not cruising as to server a purpose when not cruising.
Power plants destroyable might not be a bad thing either. Possibly only on capital ships? So the capital ship could technically be left with reserve power. Whatever power it had at the time. The engines would slowly drain its power reserves (even on impulse) so the ship would be left drifting with only enough power for the life support. Shield regeneration would stop, leaving the ship open to fire.
Cruise generator isnt bad on a transport either as it might be an end to those "Kill me its cheaper" people. If the generator cost 1 to 2million for a transport version.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
destroying subsystems or tactical systems such as turrets makes sense..... but not in freelancer as we know it.
such tactics are used in games where a fighter cannot possibly ( or a bomber ) think of fighting a capital warship - so it does the only effective thing ..... it disables the bigger ships lesser systems.
in freelancer however - it would be silly to target such subsystems, when it doesn t take any longer to destroy the entire ship anyway. - capital ship battles don t last long enough to make a tactical decision to destroy a certain subsystem.
the last capital ship fight i was part of was:
- BHG battleship & bomber on one side
- corsair osiris, bomber and corsair gunboat on the other side
the BHG battleship was destroyed within LESS than 20 seconds - from full shields and hull to zero.
as long as capital ship battles are so short - who cares for subsystems.....
' Wrote:as long as capital ship battles are so short - who cares for subsystems.....
But if we changed this... nad made capital ships hullpwnzers... With 20M hull, and then with puny, turrets, that would be taken off in let's say 2 supernova shots each... that would lead in to epic battles...
Imagine flaping in with your gunboat in to a fight,... Ahead of you lies the Rheinland battleship all 18 turrets roaring, at a local cruiser... You take your shots at the heavy mortar it has... damaging it on first pass, and holding by just long enough to realise the turrets are starting to turn to you... And then you scramble to leave just as the final shots take out that turret...
How much more rewarding it would be to take out a capwhores turrets... He can then go and trade with his ship, or buy 40M replacements... (or crash in to a sun, for a dishonorable death)
Destroying subsystems is the way to go... Right now it's far easier to take out the whole ship... I've tried that today, against a poorly flown rheinland BS... With a SHF, shooting at 100m at the turret, a supernova didn't even change it's colour... after continious barrage from my turrets and guns... slowly it turrned just a little coloured...
Should we talk to the balancing team about this?
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' Wrote:But if we changed this... nad made capital ships hullpwnzers... With 20M hull, and then with puny, turrets, that would be taken off in let's say 2 supernova shots each... that would lead in to epic battles...
Imagine flaping in with your gunboat in to a fight,... Ahead of you lies the Rheinland battleship all 18 turrets roaring, at a local cruiser... You take your shots at the heavy mortar it has... damaging it on first pass, and holding by just long enough to realise the turrets are starting to turn to you... And then you scramble to leave just as the final shots take out that turret...
How much more rewarding it would be to take out a capwhores turrets... He can then go and trade with his ship, or buy 40M replacements... (or crash in to a sun, for a dishonorable death)
Destroying subsystems is the way to go... Right now it's far easier to take out the whole ship... I've tried that today, against a poorly flown rheinland BS... With a SHF, shooting at 100m at the turret, a supernova didn't even change it's colour... after continious barrage from my turrets and guns... slowly it turrned just a little coloured...
Should we talk to the balancing team about this?
I actually like this myself. Fighting a crippled ship is epic. And sometimes it preferable to destroy gear and leave the ship intact (curse sun and planet diving--which I don't do myself).
It would be perfect if diving into the sun or a planet destroyed your ship and respawned you at NY broke in a starfllier again.
That would lead to epic fights actually. 2 bombers could still technically take a BS. By destroying all its external equipment and leaving it completely crippled. Only problems i can see here is.
1. Regens would have to be upped a lot on a BS to allow it to repair it's hull even once.
2. Some BS guns would need upping. Possibly new turrets with a 1 degree a second rotation. (Impossible to even track a GB with.) But they do something like 500k a shot damage. at one shot every 2 seconds. Possibly some sort of Mass driver (ammo based turret). and a power requirement so high that a BS can only fire 2 at once.
3. Wouldnt this mean gunboats would need an up to around now BS armor? And Cruisers to about half the armour of the BS so in this case 10 million.
However it would make it absolutely impossible for a wing of 3 fighters to take on even a Cruiser alone (Good balance?)
If this was done the armor should only be 20mil with max capital upgrade. Making that 850mil worth something.
Although in certain systems it would make it impossible for a fighter to survive alone. (Such as NY although im not saying its a bad thing.)
the differences in ship classifications needs to be dampened
strong weapons need to be weaker
strong ships need to be weaker
capitals need to be weaker
bombers need to not do so much to capitals in response to that change
systems need to be more vulnerable so they are a primary target.
weapon and other system upgrade differences should be very minor and have a clear payoff in effeciency vs damage
having better weapons should result in only short term effecency
having better shields should put a drain on energy
having a better thruster should drain more power in response to its better durration
Seriously guys, if you look at a starflier compared to somthing such as a raven.
L O L
flier doesnt stand a chance.
all these super leet ships should be stepped down to the 3K armour range... 2.00 class 10 codenames doing like 200-400 damage
Do you see where this is going? just dampen everything so the differences arnt so unrealistically extreme.
"better" ships can still hold an edge in combat, but no so extreme that starflier + [insert leet ship here] = checkmate, pwnt, gtfo.
AH to finaly see that epic battleship battle (slightly redundant...) with that sort of power and modifications, It would make the battleship that more coveted, meaning, tighter security, meaning Bigger more epic battles! Not only that, my idea for a torpedo ship won't be too far off.
As to the distructable Cruse and thrust, why not? I already pay my local pirate, why not give me more incentive to do so? (honestly, they don't even threaten me anymore, they see me, say, "Wait up a bit" I stop and go "oh yeah," whip out my wallet, and as i'm doing so, I ask him how his family is doing. -they're very appeciateve of their families because they are hard to come by, being a pirate and all-.)
The problem is that components cannot be damaged while shields are up. When shields go down, capships shake uncontrollably which makes it damn near impossible to aim or manuver properly - so we've taken to basing a large amount of the capship survivability factor on heavy shielding. The shields can absorb several supernova hits and regenerate fast enough to stop every other SN shot directed at the cap on average.
While I agree that making components more vulnerable in this game would be nice... until we can effectively remove the shaking syndrome from capships, we cant balance combat around that.