Yes, they can. I think all you do is set the shield attack power to ridiculously high, the gun's armour attack power to around -150, the refire rate of about 8 or so, and the range should be ridiculously small, say around 50m or so.
This way, you repair the ship, but you have to be right up close to it, and you drain it's shields while you're doing it. This stops it from being abused in cap. wars as the repair ship has to stay close to the capital ship, the battleship has no shields whilst under repairs, and the repair ship is essentially defenceless while doing it, as it's too busy focusing on the battleship.
If you're really worried about it, set the gun so that you can only mount it on Repair Ships, and take its shields away.
Arms and Legs Guy Wrote:Don't tell them the truth : That in reality you are a potbellied german VW factory worker named Horst.
A simple suggestion, make a command that explains the command /restart (faction), for example /restart help and when you type it, it explains how /restart (faction) works and what it does.
What you think about adding a torpedo hard points to capital ships especially for BS class(not ass turrets but additional hard point with small firing like bombers have). I think it will not change balance between ships. Gunboats and Cruisers can evade or CM or CD them, other BS's can use flacks to reflect them. I think they should use normal ammunition like bomber torps (e.g. mount few nova lunches to fire and there will be no problem to design new torpedoes ). The problem bay be with ammunition amount because caps should can carry more than 70 torpedoes.
Example for Outcast BS
2-4 launchers on front
4 launchers on starboard
4 launchers on larboard
1-2 on back
1: Discovery is a great mod, but it had one big weakness: user friendliness for new people. Its causing a lot of frustration for both new and old. There should be definately be an ingame tutorial like bar rumors in Pennsylvania that tell people the things that are new in discovery and give them advice on how to get started, in RP. Like Juni and King did in the Freelancer single player.
2: A few things could be done by programming to make it harder to break rules and create a more intense RP environment:
-Make Capital ships dockable only at shipyards. More realistic, gives a more "physically correct" feeling to them. Would keep capital ships inside their core ZOI and not have them dock their Outcast Battleship at rochester.Would reduce capspam and bring more fighters, giving a more realistic feeling for the ship populations.
-Capital ships should have limited guided missile amo, which costs money. Its the only thing that is realistic, and would also prevent some cap ship abuse.
-Make it impossible to mix guns in an OORP way, like outcasts guns on a LPI ship. Make Faction A's guns mountable only on faction A's ships, or if possible only on faction A's and allies ships. Maybe this could be done with the ID also? I wonder if this could be simply done with gun classes, like it is done it is done with freighter/gunboat/bomber classifications. If it is too much work to make all those classes for every faction, I think it would also make sense to drop the top limit classes. Make class 10 codename guns mountable on a starflier. The energy drain will keep the ballance. It will also encourage people to use some of the wonderful light fighter and heavy fighter models more.
-Make IDs strictly auto-rep almost all factions, except recruit. Prevents bribe abuse.
-May seem a strange request at first... but: Eliminate shield batteries and nanobots from the game completely. If that's not possible, make them less effective. I know they are a part of freelancer vanilla and you cant get the bat/bot hud out of it, but there are several good reasons to get rid of them: People bot feed and botpass during fights, which drags them out, causes aggression and frustration, and is just plain unrealistic and destroys the realistic feelings. Take regens away and give all ships more hull to compensate. People would also get insta-surprise killed while typing less, which is also a common reason for frustration and flaming. Dont give more shield to compensate.. that will drag fights out only longer and also increase flaming about "shieldrunning". There are lots of good reasons to drope those refills, the only one that I can think of to keep the is "because they were in vanilla single player".
3. And last but not least: Make nomads a "normal faction". They are part of Microsoft Freelancer just like the navy and the LWB. Make their ships less powerfull, ballanced with the Order ones. Restrain them to a certain zone of influence, namely the nomad and the wilde systems. And: allow nomad indies, in addition to the Keepers.
In the current way it is being handeld, people are frustrated because:
-With the current ship strength ballancing, there is no way of getting a fair fight with a keeper. A single keeper fighter can kill 3 equally skilled order fighters. If he wins, order will shout unfair, if he loses, keeper will shout unfair. Same goes for other ship classes
-The "go evereywhere and blow up everything" is causing disagreements about what is fair about attacking keepers and not attacking them, since they are allowed to attack who they want. It also causes disagreements with what the Order can do and where they can go.
-The low numbers of the keepers leaves them constantly outnumbered, and then people getting very frustrated when they are asked to step back, while they themselves can get attacked by them. In particular the Order is frustrated because they have nothing sensible to do, while they cnat join the nomads either to create a ballance between them
-People are extremely annoyed by trial nomads spammin ***I want to RP well so I can go in the keepers*** all over Sirius.
Making nomads a "normal" faction with weaker ships, restricted ZOI, and independant players is justified because:
-Nomads arent an invention of the Keepers, they are part of Vanila Freelancer and a lot of people want to paly them
-Is the only thing that will create a flame-free ballance with the Order. It makes peopel happy because they can get all the ORder and all the nomad stuff they want. The ZOI will be restricted, it wont affect all of sirius. People who just want to pvp in large caps in a RP context can do so in the omicrons. The nomad omicrons are filled with nomads and are a total warzone, and having player nomads there will make the whole thing more realistic.
-The RP standards needed to RP a nomad are not higher, as some people like to say, they are in fact much lower. Since most people who now RP nomads dont actually let the speak articulate english, it is more easy to do than RPing any other faction. The non-hirarchical mindshare and limited communication with humans in fact make the nomads the most suited faction to be all composed of indies without hierarchy or sub-factions.
-Making this open nomad faction does not have to affect the Keepers in any way. They can make the nomad RP, they can go everywhere the other nomads cant go if they want. I just dont see why nomads should be the only Vanilla Freelancer npc faction that is invite only.
P.S:
Ok before Keepers start arguing against it: This is a request intended for Igiss. Its for him to consider, its not me asking you or anybody elses for their opinion. You can keep all your Keeper stuff and special privileges, I am asking here for a normal open nomad faction with same rights and limitations as other factions.
An idea came to me today, when i was fighting a dozen or two, pirates with bombers and fighters.
Why don't u increase Battleships solaris turrets range a bit, lets say, to 2000m, or 1500m.
its really hard to kill bombers 3k away, he never comes to 1000m or less, so u can shoot at it.
And a question, why does the solaris turrets use the most energy of all weapons, when they have the lowest dmg and range?
Hate will eat you up from the inside, so hurry up and give your heart to a girl before you get eaten up.
' Wrote:
Why don't u increase Battleships solaris turrets range a bit, lets say, to 2000m, or 1500m. its really hard to kill bombers 3k away, he never comes to 1000m or less, so u can shoot at it.
1) Make a California > Magellan jumphole in California. Magellan is a very popular system and the only way to get there from Liberty is to use the jumpgate. This creates an unpleasent bottleneck.
2) A route around the right of NY (similar to Ontario) or through it. There are two ways to do this.
a] move the NY > NY jumphole (the one near the alaska jumpgate) up more untill its almost in the Pitsburg debrie field. Then make a second NY to Colorado JH at the top of the feild.
b] Move the Conneticuit system on top of NY. Replace its position with a new system that acts as the mirror of ontario (if you know what I mean).
' Wrote:1) Make a California > Magellan jumphole in California. Magellan is a very popular system and the only way to get there from Liberty is to use the jumpgate. This creates an unpleasent bottleneck.
California->Cortez->Magellan.
Characters Alan Markson: The Hellfire Legion's Lord Commander The Perihelion: Freeport Four's guardian, and yet much more. Missing and assumed Lost with all hands. Eric Dresmund: Junker, smuggler, thief. Last seen drunk on Beaumont Vayrn Wyard: IMG Recon pilot turned Neo-Terran Captain. Last location unknown