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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Transport Powerplants

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Poll: Transports have
You do not have permission to vote in this poll.
To much power
20.37%
11 20.37%
To little power
25.93%
14 25.93%
Just about right
53.70%
29 53.70%
Total 54 vote(s) 100%
* You voted for this item. [Show Results]

Pages (4): « Previous 1 2 3 4 Next »
Transport Powerplants
Offline Benjamin
03-30-2009, 01:37 AM,
#21
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Posts: 1,794
Threads: 9
Joined: Jan 2009

Played around a little - the shield drain seems heavy enough without pumping up the turrets.

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Offline Unseelie
03-30-2009, 02:00 AM, (This post was last modified: 03-30-2009, 02:17 AM by Unseelie.)
#22
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Posts: 4,256
Threads: 235
Joined: Nov 2006

' Wrote:1Yes cause transports are meant primary for fight or? :unsure:
2Always good to learn something new.
3This is b******* and you know it as you followed the discussion very closely over there. The "increased" price on the top one is there to encourage use of smaller transports => make server more colorful.
4Sure then why would you fly a GB when you can use a transport for that?
5Giving then better guns won't make them better? :wacko:
6Let's put it this way. I fly my transport (with 6 guns) an since start of 4.85 I have had 6 pirates trying pirate me. Not a single time did they had a chance.
(1 VHF, 3 bombers, 2 gbs).
VHF I can simply kill
Bombers I can kill if they are not so good, if they are good I can get 50k away and dock no problem

7GBs I can get out of gun range from easily and they can't catch up.
So why in the hell would I ever even think about hiring an escort?

8You are usually saying how "we should promote teamplay on both sides". Yes now we are doing that just on one side.


One: Interesting and cap style does not necessarily mean more powerful.

Two: Its long been my understanding, since, I believe, 82, perhaps 83, when Igiss said something to that effect, while explaining why they were not getting nerfed. Jinx has often collaborated this.

Three: That was not my impression of the situation, and I was not stating bull****. In fact, I am (having just reread that thread) of the opinion that money had been nerfed, and that transports had been made more expensive, in an effort to make it longer to reach, not pinnical transports, but capships. Of course, I'm basing this on previous experience, such as the fact that its been done before, this is just a slightly more creative way, because the actual credit price can't be raised much more. The tradeoff to create diversity was supposed to be between cargo and survivability, never once was price mentioned as a method to increase use of smaller transports. Actually, why the money was going up really wasn't discussed, sooo...check your sources?

Four: Because of the price difference?

Five: Twisting my words. Changing transports in any way will not make them better pirates. Transports versus transports? better guns, worse guns, interesting guns...Not going to change their ability to fight one another. (unless their guns can't pierce the transport shields, but tha'ts the only way to change things)

Six: Single pirates, or groups? I laugh at single pirates. I've always done so, unless they were gunboats, which is why in 84, so many pirates flew gunboats. Make gunboats only marginally effective vs transports, and single pirates fail. Grouped pirates? Team pirates? Scary. Ask blunt how the QCP pirate. They get so much flack because their system works. It works well. If more pirates worked in groups, there'd be a need for escorts, no change to the current system needed.

Seven: Transports, 140 thrust. Gunboats? 140 thrust. and....well. That's behind an NDA.

Eight: Not sure I've ever done that. My position is, and I believe its long been, in this case, that making transports nasty will be more realistic, and convince Pirates to work in groups. IF pirates work in groups, transports will need groups to survive those pirate bands. Nerfing transports will never convince the transports to hire escorts. Often, its cheaper to pay the pirate, and even with reasonably crappy transports...there's still the chance you wont need the escort. Better safe than sorry? Not often in the vernacular. Unless pirates have area coverage(read, are working in groups) Traders are going to take the chance that they can slip past them



Doom...Transport turrets don't have nearly the variety you seem to think they have...800-1100 speed all look like fast fighter repellents, and 2 and 3 refire? between 1696 and 2100 damage/sec? I dunno, these weapons have all been reasonably interchangeable to me.

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Offline Thexare
03-30-2009, 04:17 AM,
#23
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' Wrote:Yes cause transports are meant primary for fight or? :unsure:
A ship not being primarily a combat vessel does not mean that it must be one-dimensional.
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Offline AndiusTheGreat
03-30-2009, 04:54 AM,
#24
Member
Posts: 22
Threads: 7
Joined: Mar 2009

I hire escorts whenever possible if their price is reasonable. Problem is, there is not that many escorts to be found. Pirates are however numerous, and tend to be in groups of 2 or more.

A lone trader may be able to take down a long pirate in a fighter, but once you get a pirate in a GB with some fighter/bomber cover you are quite hosed nomatter what you are flieng if they disrupt the TL.

Really, I think thats the way it should be. If a pirate is going to be takeing down large trade vessels, they need to have a large ship like a gunboat, or wingmen to support them. Little fighters going up against these behemoth trade vessels and winning is ridiculous. I would only support increased power drain if it accopanied increased refire rate or damage or both

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Offline El Nino
04-01-2009, 08:49 PM,
#25
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Posts: 1,248
Threads: 25
Joined: Dec 2007

Hm I have a little flash of an Idea... why don't we raise cargo prices by +2000-4000.

And then boost transports, so even a solo gb's would be very hard pressed to pirate them.

Otherwise it is rather pointless to have a group of pirates coming in deamnding 3 milion credits and split them to 1 mil per person, while the trader gets all the profit if he doesn't die.

Economy should be the answer, the pirate should be able to make just about as much cash as traders. This would also greatly favour escorts. Afterall you have to pay a lot of your cargo and profits are small say 30% no current 200% or even higher.

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Offline hack
04-01-2009, 08:57 PM,
#26
Member
Posts: 1,347
Threads: 72
Joined: Sep 2008

Personally I think that the transport power plants are fine.

Transports and freighters shouldn't be a push over.

You also need to have as much power available for ship systems and moving cargo. Ships usually have auxiliary systems for loading/unloading/maintaining the cargo in flight.



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Offline Unseelie
04-01-2009, 09:01 PM,
#27
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Posts: 4,256
Threads: 235
Joined: Nov 2006

I'm ok with cargo risk being higher, so long as actual profits don't fall any farther, which I think is the suggestion.

Pirate making as much, well....Thats dependent, heavily, on catching enough traders. Try Cargo Piracy, it works rather well.

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Offline Tarkis
04-01-2009, 09:18 PM,
#28
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Posts: 269
Threads: 20
Joined: Apr 2008

After buying a liner on server, and playing around with gunboats in SP, I've realized something.

You 'have' to own a gunboat or larger in order to experience one of the most interesting combat related things in the game, the ability to choose different variations of weapons. Sure, you can do that on fighters and whatnot but it's a totally different experience.

Transport and Liner weapons are, simply put, very boring.
I'd really like to have the variation that capital ship pilots enjoy, even if it's without the boost in damage.
Are weakened GB weapons for transports really too much to ask for?

Without variation, everything quickly becomes too familiar and monotonous. Especially when you see hundreds of other people with the same exact equipment. I cannot stress enough how important I believe variation is in multiplayer games.

Also, this:
' Wrote:A ship not being primarily a combat vessel does not mean that it must be one-dimensional.

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Offline eyvind
04-02-2009, 07:22 AM, (This post was last modified: 04-02-2009, 07:27 AM by eyvind.)
#29
Member
Posts: 360
Threads: 30
Joined: Jan 2008

The change from Level 1-4 to Type 1-4 was very much a step in the right direction. The differences between Type 3 and Type 4 and to a lesser degree the differences between Type 1 and 2 and Type 3 and 4 seems to have become the primary issue when it comes to choosing weapons, but the differences are still not significant enough to make for much fun. For many people, choosing and experimenting with loadouts is half the fun, and I see no reason to restrict this part of the game to strictly combat vessels. When a player is using a transport, they are generally -- but not always! -- shifting focus away from combat to aspects more suiting the increased cargo space (cargo pirating and trading come to mind), but that does not necessarily mean that they want to step completely away from combat.

Combat is inevitable no matter what ship you fly; transports who aren't looking for a fight are not much less likely to find one than fighters who are looking for a fight. The focus of Freelancer is on space combat, and while Discovery moves that focus to roleplay, the vast majority of activity is still directly related to combat. Loadouts are integral to combat, so limiting loadouts would be synonymous to limiting combat, but not necessarily in terms of game balance but in terms of potential fun.

The fun potential should always be maximized in games.

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Offline El Nino
04-05-2009, 01:02 AM,
#30
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

Well i do most of my piracy these days in a transport.... with type 5 turrets slaveliner lulz!

to be honest we should have a "Cerberus" Equivilent of trans turrets then some "Solaris".

Missile turrets are out of the question, becouse liners can spamm them like hell...

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