First of all we are very happy with the current proposal. There are however several issues that should be addressed.
Lane Hacker access to capital ships
Currently the only ship in LH "shipline" is the LHGS. Obviously there are no cruisers. We have very limited use for capital ships, but typically we were buying them from Outcasts (we have two Stortas in our fleet at the moment, with Moonraker being in our fleet for 4 years now). Without any green cell with capital ships the phrase on LH ID allowing players to fly cruisers is redundant. We suggest either giving LH ID green cell on Outcast capital ships or altering the LH ID to reflect these changes. In the case of the latter we would have to think how to compensate for it.
Liberty Rogues related technology nerfs
We believe there are mistakes in current technerfs concerning both Lane Hacker and Liberty Rogue IDs. In the current proposal Lane Hacker ID has 75% efficiency with Rogue ships and 90% with Rogue weapons, which means that LH IDed player can fly Sammael Sabre with 90% core efficiency. I believe this is something we want to avoid. Our proposal was opposite, that is to set 90% efficiency on Rogue ships and 75% efficiency on Rogue weapons, so LH IDed player cannot fly 90% efficient Sammael Sabre, while is allowed to fly 90% efficient Barghest or Hellflurry Werewolf.
Similar mistake is present in Liberty Rogue ID technerfs. In the current proposal Liberty Rogue ID has 90% efficiency on Lane Hacker ships, borderworld and sirius civilian ships, which means that LR IDed player can fly Sammael Sabre or Sammael Eagle with 90% core efficiency. We believe that LR ID should have 75% energy efficiency when using borderworlds or sirius civilian ships and 90% energy efficiency when using Lane Hacker weaponry. The case with Lane Hacker ships is open. If you intend to bring back Lane Hacker shipline, then Liberty Rogue ID should have 75% efficiency when using Lane Hacker ships. If you do not intend to do it, then leaving 90% efficiency for Lane Hacker ships is a valid move, as it will give Liberty Rogue IDed players access only to LHGS.
(07-25-2013, 06:05 AM)aerelm Wrote: You can see the same thing applied to other factions as well, and if there's still a foreign ID with 90% cell to a Kusari snub, it's certainly an oversight. Point it out if you notice any.[/align]
Well, yes, acording to the draft Congress gets 90% with GMG ships and guns. We used to have that with zoners. I would be gladly trade GMG ships for Zoner ones but that must be a mistake in the draft, which is a shame.If it is not then I'll gladly shut up.
Also no Red Hessian ships, we used to have 75%. Again I believe it might be an oversight, as the adition of Rheinland and Liberty civilian tech instead seems a bit like a very small compensation for all we loose.
(07-25-2013, 06:16 AM)JayDee Wrote: A question regarding Corsair - 75% on Bretonia weapons light/heavy cells. That means we can fly Shetland and Royal Liner? Its nice to have good cells, but I dont really see RP logic here, however. What can be explanation of Corsairs use Bretonia stuff?
Corsairs have a considerable presence in Bretonia, and it's also the only house they're actively pirating in. That, paired with their relation to Bretonia Junkers and Gaians, they can easily access the Bretonia black market anytime they want, so based on the general principle applied to borderworld factions, civi tech for the house they're most active in was given to Corsairs. The same reason Casts get Bret and Lib civ cells - Their high presence in Liberty and their base in Bretonia.
(07-25-2013, 07:03 AM)Sabre Wrote: 1. Xenos have 90% on zoner ships and caps?
can you explain why?
Was a c/p fail, thanks for pointing it out.
(07-25-2013, 07:22 AM)LolRawr!? Wrote: Honestly, I'm interested in hearing how that decision was made as well, as leader of the [LN], it seems pretty irregular to me that Libertonian corporations -- and not the military, would have a better time using Bounty Hunter tech.
(07-25-2013, 07:36 AM)Durandal Wrote: Yeah ok and red cell to Bret caps, legit.
Echo pretty much summed it up. The cell to BHG tech is more of a balance change rather than roleplay one, and the red cell to Bret caps was merely an oversight (It was already in the technerf file, but I forgot to add it to the chart).
(07-25-2013, 07:48 AM)EisenSeele Wrote: Please put Kusari lawful weapons at 90, as there is roleplay concerning the exchange of weapons between the BDM and the [KNF].
Not gonna happen, I'm afriad. Balance reasons.
(07-25-2013, 08:24 AM)Rodnas Wrote: Also, i strongly disagree with freelancers and pirates getting access- the sairs HATE pirates(rephacked!) that are our competition after all- the same is true for freelancers...sorry, safe for transports 99,9% of all other freelancer you meet are your enemies ....sadly rephacking vs them is not yet an option :-(
I personally don't approve of the whole open-tech deal, rather ironic that I ended up being the one taking care of the chart for 87, so I can't disagree with you on this one. However, long as the current guidelines are applied regarding tech distribution, those cells stay open on generic IDs. Any decision made to change it though, is way above my paycheck and involves admins and lead devs.
(07-25-2013, 08:24 AM)Rodnas Wrote: also: why did the requested drop of the unlawful generic stuff not happen and the hoggie\fa stuff is still there?
You'll get that once you get a heavy transport for your line, and Hog/FA cell is staying at 75% due to balance reasons.
(07-25-2013, 09:39 AM)Narcotic Wrote: Though I'm curious, why did you remove Nomad Energy and Organic and Capital Weapons from the Wild ID?
While Nomads can use their new gun?
Wild get their own gun-line. 2 Cl9, 1 Cl10, SN, GB turret. Balance-wise that eliminates the need of using other Nomad guns, and since the Energy guns are now subpar to Wild hybrid fighter guns, you wouldn't want to use them anyways. As for the organic Nomad guns, it was time to make them incompatible with human ships, as those were specifically balanced for the Assassin and have caused problems when mounted on other ships. Nomads getting Wild guns was also an oversight, since they use Wild ID for their hybrid chars anyways.
(07-25-2013, 09:39 AM)Narcotic Wrote: Ah, and did you forgot to add the Gallia Lawful stuff, or did you leave it away on purpose?
After all, it was said that the Lynx is going to be sold in Drake.
That's already in the file. Just forgot to add it to the sheet.
Exactly - Ouch. Gonna go over your cells again this afternoon. Something must've gone wrong when c/ping stuff around. Thanks for pointing it out.
(07-25-2013, 10:12 AM)Corundum Wrote: Which ships are included in the "Gallia Unlawful Ships" category?
L'ane and Courier.
(07-25-2013, 11:51 AM)Jack_Henderson Wrote:
BHG Weapons: pls change to 90 % (instead of red)
BHG Ships: keep 90 %
BHG Capitas: reduce to red
Borderworld Tech: 90%? Is this on purpose?
Fixed. Fixed. Fixed. Yes.
(07-25-2013, 12:04 PM)Jack_Henderson Wrote:
GRP 75% on IMG? => Is there any reason for this?
Xeno have a 75% on IMG Tech. => Intentional? I do not have a problem with it really, I was just surprised.
IMG and BHG have a full tech exchange. => Can they get 90 % on the IMG ships instead of 75%??
Freelancer ID has now 75 % on IMG tech instead of 90 % in the last version. => Intentional? I did not mind the 90 % in the last version
No, c/p fail. Yes. Alright. Yes.
(07-25-2013, 12:09 PM)Pavel Wrote: Another oversight, according to that draft Molly Sammael Odins are buffed from current 81% to 90% powercore.
Combos like that are gonna be restricted with the new plugin, which would also allow more "relaxed" nerf rate. Until then, let the techwhores go nuts.
(07-25-2013, 12:22 PM)The Lane Hackers Wrote: Lane Hacker access to capital ships
I was under the impression that LH ID does not allow cruisers. I'll do a quick check on the 87 ID and add the appropriate cells if it still allows that class.
(07-25-2013, 12:22 PM)The Lane Hackers Wrote: Liberty Rogues related technology nerfs
Good spotting. It's actually pretty much like you said in the file. My lazy c/ping messed it up in the sheet though.
(07-25-2013, 01:35 PM)Ortog Wrote: Well, yes, acording to the draft Congress gets 90% with GMG ships and guns. We used to have that with zoners.
Yea, have to shift the cells to the right.
(07-25-2013, 01:35 PM)Ortog Wrote: Also no Red Hessian ships, we used to have 75%. Again I believe it might be an oversight
This one is not. It's temporary though, and the cell will be restored once the new plugin is implemented. Junkers and Hessians currently don't share a cell pretty much due to the same reason Rogues and Hessians don't. Despite their longstanding diplomacy, one's guns on the other's ships would be problematic.
Order can get their hands on LN guns much easier than LN can get any sort of Order tech. There's also a rumor on one of the Order bases (Used to be on Toledo, and it still exists but not sure which base it was moved to) which suggests limited amount of Liberty guns being smuggled to Order bases on regular basis.
From the producers who brought you... all those walls of text in here, I'll do something similar.
First off, I do like the darker colours - looking back at the 4.86 one is rather blinding now.
I also hope other than being a draft to be changed during updates, these would be a bit more malleable throughout 4.87 (and in general for the whole mod, rather than the rather long wait for anything).
Some of the OP combinations I guess may be already covered by a specific nerf on e.g. Sammael/Sunblast Sabres.
House police getting 100% on their House Civilian tech is a nice step, given we lose out on most of the militaries' tech deals.
Mollys get the RPC now for no real reason, 90% Vidar would be enough?
BAF and Colonial tech is fine, given it is early days we don't need caps. However, I'd have expected BAF and Council, along with Council and Colonial to get some cap-sharing, perhaps those caps at 75%, different from the 90% guns and small ships (when used with 'native' guns).
Planetform has been bumped up to 90% on IMG stuff, and obviously with no (long-lasting) player groups to interact I guess this is balance instead of RP..? I like the exclusion of Colonial tech given our lore history and lingering animosity.
While on the Colonials, would have liked 75% Zoner caps if we're not getting them at 90% - whenever the TAZ ID is made I'd suggest 90% CR small ships and 75% caps (or 90% to match ours).
I don't know if you being annoyed at this post has suddenly set the CR-Council cell to 75%... 90% again please?
Kishiro and Samura would maybe be better with 90% on Rheinland civ ships since it is 90% the other way around?
KNF-RM slot dropped by official request, although the RP behind some of those in use and even the official RP of building them makes it rather strange.
Most Rheinland IDs lose their Bret Civ cell, and Bowex/BMM lose it the other way (exchange with Daumann for them). ALG I'd expect at 90% from Gateway alliance of decades.
Hessians don't get Molly Caps, not reflecting the Molly 90% RH Cap cell.
Unioners don't have the Corsair Allies cell, perhaps at 90% or exclude the Raba somehow?
The Coalition, perhaps by extension the SCRA one too, have nothing other than their own tech, not even Sirius Civilian - strange.
Junkers now have 90% on Bretonia compared to the other houses at 75% seems kind of random as well. Why were they chosen above the others?
Zoner have 75% on small House stuff, which I'd have thought a little weird given they'd left the houses but ok. No Order caps, which is reasonable enough.