Unfortunatly every player and his dog owns a battle ship or three and don't give two hoots about RP'ing with them. Battleships have been increased in price and have had their standard gun damaged increased. Unfortunatly, this will only make it so that non-roleplayers just a little bit longer to get their ships. We need a different solution.
I agree with qunitinius.
There are too many battleships
I saw this when AW HF attacked Cali. There were 6!!! battleships. Too much and guess what the Battleships had a hard time killing them. Even tho they had the advantage of numbers.
It is really scary
KNF were the only fighters on scene....
I think they should be sold only on guard bases or be sold with permission of admins. This is really too much.
As a long time player of Freelancer, I can say that *all* Battleships have had the problems discussed since they were added into mods for players to buy/fly.
They *ALL* have the same 3 major problems to various degrees;
1. Flying in any sort of Debri/Asteroid field is no fun at all and you can forget about going to cruise, but if you are going to do it, slow and steady will get you through.
2. Players flying fighters can litteraly fly rings around them, therefore they are vulnerable to Players with fighters carrying 'heavy weapons'.
3. They get 'caught' on Trade Lanes and Jump Gates.
From the first time I bought a Battleship (it was a Rheinland BS), I realised after a few hours that it was only really going to be any good against other Capital ships and for 'showboating'.
Are they a waste of time. Yes.
Can they be fun to fly around in. YES!
The fact that the cost of Battleship was raised in the mod is a good thing.
It pretty much means that anyone who wants has to either work *really* hard to get the money together to buy one.
Personally, I currently have a Rheinland Cruiser and that is a lot fun:)
Mickk, fighters can run circles around them, yes. But they should. And even one fighter with 'heavy weaponry' cannot kill a BS on its own. The shield regens to fast, and is too large. A fighter with an inferno can take the shield, but can't take the hull. A fighter with a nova can't take the hull. Only a bomber can kill a BS on its own, and it requires alot of skill to do so.
It takes usually 2 fighters to take down a cruiser/destroyer, and 3 for a battleship, as it should be.
Also, they are supposed to have a hell of a time in asteroid fields. BSs are not meant for doing that. You want easy time in fields, get a cruiser. There are advantages and disadvantages. One disadvantage is it takes awhile to get through asteroid fields.
' Wrote:Mickk, fighters can run circles around them, yes. But they should. And even one fighter with 'heavy weaponry' cannot kill a BS on its own. The shield regens to fast, and is too large. A fighter with an inferno can take the shield, but can't take the hull. A fighter with a nova can't take the hull. Only a bomber can kill a BS on its own, and it requires alot of skill to do so.
It takes usually 2 fighters to take down a cruiser/destroyer, and 3 for a battleship, as it should be.
Also, they are supposed to have a hell of a time in asteroid fields. BSs are not meant for doing that. You want easy time in fields, get a cruiser. There are advantages and disadvantages. One disadvantage is it takes awhile to get through asteroid fields.
I'm not saying that fighters shouldn't fly rings around a BS, a BS that could keep up with a fighters maneuvering would be absurd in the the extreme... (imagines a battleship jumping and twisting like a fighter:shok:)
As for the fighters, I was kinda including the bombers in the same group, which possibly led to the misunderstanding. My apologies on that point.
Oh yes, if you check my signature, you will notice that I *do* own a Cruiser, it's a Rheinland one and although it is easier to move it in a debri/asteroid field, it's still not fun to do it quickly, which is as it should be.
I know of 2 other mods out there that have stable capital ships (i.e. fighters bounce off of the cap ships rather than the other way around.) Freeworlds and Nightstalker Universe.
It is therefor possible to make cap ships stable and still playable. And I've heard the argument that making a cap ship stable interferes with its inertia to the point where its unflyable but these other 2 mods dont have that problem either...
Then we should go and raid these other mods, and strip them to their bare zeros and ones, and then, as the Borg said, ASSIMILATE THEM!
*Evil maniacal laughter*
We could always just ask them, too, but that lacks the...what's the word...pizazz? Yes! It lacks the pizazz of my strategy.
On a serious note, I really do wonder how they do it... it would be fun to see if we could use parts of their script (or whatever the term is, I don't know these things.) and incorporate their capital ship designs.
On a side note, I am now serving cookies at my corner. Please bring seventy five cents for a chocolate cookie, and an additional twenty five cents for milk. Thanks! All proceeds go to me.
@Yngen; The capships in Freeworlds are huge because of it, and they STILL spin a slight amount. They also don't have many asteroid fields in Freeworlds, so they don't have to worry about capships getting stuck 50 meters in from the edge. We do. If we make them that big, you won't be able to use them in trade lanes, jump gates, asteroids fields, anything but open space and jump holes.