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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Cruising into battle --> not out of the battle

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Cruising into battle --> not out of the battle
Offline TankTarget
09-02-2007, 05:14 PM,
#21
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Posts: 1,310
Threads: 34
Joined: Jun 2006

Because Shield Running caused some battles not to end, people running out to recharge shields and then coming back in was highly annoying. This mod is about balance and shield running takes that away. I mean if you're in a bomber and just manage to knock the shield off of a battleship and it shield runs... that would send you into psychotic rage...
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Offline Drake
09-02-2007, 05:23 PM, (This post was last modified: 09-02-2007, 05:25 PM by Drake.)
#22
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Posts: 2,195
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' Wrote:Because Shield Running caused some battles not to end, people running out to recharge shields and then coming back in was highly annoying. This mod is about balance and shield running takes that away. I mean if you're in a bomber and just manage to knock the shield off of a battleship and it shield runs... that would send you into psychotic rage...

No, that sounds like a good idea to me, if I were that battleship. And what kind of bomber pilot lets a battleship run away? Team up with someone with a CD... It's not like a battleship can thrust away.
(Edit: This is a really good reason why single bombers shouldn't try and take on a battleship without some backup. That's what people keep complaining about, isn't it?)

There are currently only two tactics: Fight or flight. That... sucks. I want to be able to lure large ships into asteroid fields, or fly into a group, blast away one of the fighters, then retreat away until I get another opening. You know, stuff that actually requires some planning and intelligence as opposed to just pure dogfighting skill (though I'm not knocking pure dogfighting skill).
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Offline bluntpencil2001
09-02-2007, 05:30 PM,
#23
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I agree with Drake's sentiments entirely. However, I do realise that making it work may end up being awkward.

[Image: sig-9566.jpg]
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Offline Drake
09-02-2007, 05:39 PM,
#24
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Posts: 2,195
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Joined: Jun 2007

' Wrote:I agree with Drake's sentiments entirely. However, I do realise that making it work may end up being awkward.

I think it may end up being less awkward than having rules against 'shield running'. Fewer rules equals less rule breaking, fewer arguments on the forums about what counts as shield running and what doesn't, and fewer people complaining that someone hit cruise, so they're out of the battle. Seriously, people, get a CD. Most ships can mount them (even transports with no real reason to have them), and a Train CD can stop just about anything. It takes like 5 seconds for a cruise engine to charge up, and they can't even thrust while it's charging, that should give you plunty of time to hit them with one or three CDs.

I personally believe that the disadvantages of the shield-running and returning-to-battle rules outweigh any possible benefits. If people played intelligently and didn't just try and load their ships with as many powerful damaging weapons as they possibly can, then it wouldn't even be a problem.
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Offline bluntpencil2001
09-02-2007, 05:45 PM,
#25
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Posts: 5,088
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Good call. Drake for President!

Well... maybe not. But yeah, you get the idea. The man is right.

[Image: sig-9566.jpg]
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Offline TankTarget
09-02-2007, 05:50 PM,
#26
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Posts: 1,310
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Joined: Jun 2006

I have heard these arguments before...time and time again. And what can I say? I am tired of it? Neither of you have seen the sorts of frustations one can see when they are short of numbers and people shield run. Until you have experience the sh*tty tactic firsthand you have no idea what you're talking about. Also to add to this is a pvp whore's tactic if you attack someone take your whooping or win. That's my 2 cents.
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Offline bluntpencil2001
09-02-2007, 06:26 PM,
#27
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Posts: 5,088
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Your fault for being short of numbers...

[Image: sig-9566.jpg]
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Offline FrereDeBenji
09-02-2007, 07:30 PM,
#28
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Posts: 48
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Joined: May 2007

Quote:Drake: Quote for truth
huh???.
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Offline Denelo
09-02-2007, 07:34 PM,
#29
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Posts: 1,816
Threads: 77
Joined: Feb 2007

...

....


Blunt, you really don't know what you're talking about. At all.

He said when the ENEMY was short on numbers they'd start shield running. I found a certain faction used to do it all the time. How would YOU like it if every time you were close to blowing someone up, they ran and came back with a full shield? THIS MAKES BATTLES NEVER END. You have NOT experienced people shield running on you, you honestly do not know what you're talking about right now, so stay out of it, alright?

Thanks.
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Offline Treewyrm
09-02-2007, 07:59 PM,
#30
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Posts: 2,084
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Joined: Jul 2007

' Wrote:He said when the ENEMY was short on numbers they'd start shield running. I found a certain faction used to do it all the time. How would YOU like it if every time you were close to blowing someone up, they ran and came back with a full shield? THIS MAKES BATTLES NEVER END. You have NOT experienced people shield running on you, you honestly do not know what you're talking about right now, so stay out of it, alright?

o.O *ahem* well then turn the goddamn shields off entirely? Or make recharge delay a lot LOT longer? Or perhaps increase time for cruise power up? I'm sure there are technical solutions to this problem not involving some ambiguous rules about fleeing adding unnecessary complexity and exposing to abusive reporters and further exploitation in wrongly interpretated ways. I flee most of the time on my light fighter seeing as opponent being purely stronger or having reinforcements to arrive and then getting back when situation seem to be less dangerous, am I supposed to fight till someone just blow me up? I'm not a suicidal pilot type for sure, I stick to being smart coward, attacking when the outcome might be positive and fleeing when severely outmanned and outmatched. Is that illegal? In generic multiplayer so-called "cybersport" FPS games injured player will run away for "medpacks", a normal behaviour, so what makes it wrong here? It seems to me only the game mechanics part resulting in battles taking extreme amounts of time makes the problem, not the actual "fleeing and re-engaging" part, in this case solution lies not in the rules I think.
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