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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Tech-nerf

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Poll: For Green Cell (We are proper allies and design our tech for shared use)
You do not have permission to vote in this poll.
0% - no penalty
79.53%
136 79.53%
95%
10.53%
18 10.53%
90%
7.60%
13 7.60%
85% or less - specify
2.34%
4 2.34%
Total 171 vote(s) 100%
* You voted for this item. [Show Results]

Pages (9): « Previous 1 … 5 6 7 8 9 Next »
Tech-nerf
Offline ProwlerPC
01-01-2012, 09:45 PM,
#61
Member
Posts: 3,121
Threads: 104
Joined: Jun 2008

- %100 capabilities
- %90 capabilities
- %80 capabilities

Any lower then %80 and an engineer would not use it even as jury rig. Indeed the %80 would be representative of an engineers jury rigging. There is a threshold when the engineer would just have the part melted down or tossed as scrap.

[Image: GMG_banner.png]
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Offline blubba
01-02-2012, 12:17 AM,
#62
Member
Posts: 628
Threads: 22
Joined: Jul 2007

I have a question.
As a (hypothetical) faction leader, how do I make someone shooting down my artifact traders red?
By this, I mean what if the people he is shooting are not my npc faction (junkers for example) but just transports working for me?
At which point he can legally (in game terms) remain at the least neutral and get to use my factions guns for shooting down artifact smugglers working for my faction and can get these guns maintained at say, 90% efficiency by the very faction he is supposedly supporting.
How is that reasonable?
Do I have to FR5 them?
Is FR5 an option now?

(I have used artifacts as an example but almost any RP cargo can be substitued like Cardamine etc).


[Image: 17pswi.jpg]
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Offline Hone
01-02-2012, 08:33 AM,
#63
Banned
Posts: 4,577
Threads: 287
Joined: Jan 2010

' Wrote:[color=#FF0000]Playability/Balance note on green stuff

Green equipment needs to have some sort of reduction. Not for RP reasons but for faction population and balance reasons.

Without any reduction the factions with more allies (big factions like OCs, Corsairs) are always the clean winners and get most players as they can have any tech from all their allies together with biggest ZOI. It is impossible to make the smaller factions more attractive if anything they get will also be usable by the bigger factions.

Ex. Right now Rogues have some very nice guns which are meant to make them fun to play with their own ships. If Outcasts can use the same guns without any penalty do you think there will be many Rogues in own ships with own guns in Liberty?
No there will be Outcast ships with rogue guns.


' Wrote:Mjolnir, surely the answer is to not give the factions with lots of allies green cells to those allies? I dont think outcasts have green cell to rogues do they? So there wouldnt be a problem in making green cells give 0% reduction would there?

As long as the factions dont have lots of green cells, it doesnt matter if they have lots of allies, So why not just make green cells 0% reduction?

User was banned for: Griefing others
Time left: (Permanent)
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Offline Echo 7-7
01-02-2012, 08:50 AM, (This post was last modified: 01-02-2012, 04:44 PM by Echo 7-7.)
#64
Masterful Modder
Posts: 4,077
Threads: 99
Joined: Sep 2006

' Wrote:- %100 capabilities
- %90 capabilities
- %80 capabilities

Any lower then %80 and an engineer would not use it even as jury rig. Indeed the %80 would be representative of an engineers jury rigging. There is a threshold when the engineer would just have the part melted down or tossed as scrap.

Nice and sane.


Friday, I already mentioned this to you before on Skype, but I strongly feel that purple cells should have no modifier for guns. The purple cell doesn't make as much RP sense as a green cell* ; they were obviously introduced for balance purposes to give certain factions with lower-end weaponry some better guns to fight with.

At the moment, I think purple-cells have been converted to blanket white-cells - it's very tricky to figure out without a brand new "tech chart" which shows the new relationships.

*relative to the way Devs are trying to justify the new system - but that's not the focus of this discussion.


Also, Nomad guns need some kind of exception because they're not of human origin - 50% modifier at least for non Keeper/Wilde ships.

Edit:
' Wrote:No penalty on allied stuff kills small factions and limits weapon/ship diversity.
While it may kill diversity, I doubt it will kill small factions, since greater weapon and/or ship options should make said factions more attractive to play, not less attractive.

There was a sig here, once.
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Offline Syrus
01-02-2012, 09:33 AM,
#65
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

Seriously? Green cells "need a penalty"? Why?
I don't see every faction having stuff available like Battletransports. I feel kinda screwed having bought one just now I suspected to be a non-nerfed greencell. Guess I was wrong?

Also I don't see too many green cells out there anyway. Does the nerf help with activity for small factions?
Not really.

Also (...), the nerfs are way too extreme. I had a Karasu with Magma Hammers on IMG ID - yes I know it's a weird combination but it was bought iRP etc - and it had it's core nerfed to ~30%! That's just totally useless (and it's scrapped now).

0% penalty for green cell,
10% for every white cell tech you use (IMG ID with Liberty Guns and fighter = 90%, IMG ID with Liberty guns + GMG fighter = 80%),
20-25% for every red cell tech (which you shouldn't be using anyway).

[Image: 7tAtSZe.png]
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Geeky
01-02-2012, 09:36 AM,
#66
Unregistered
 

' Wrote:Seriously? Green cells "need a penalty"? Why?
I don't see every faction having stuff available like Battletransports. I feel kinda screwed having bought one just now I suspected to be a non-nerfed greencell. Guess I was wrong?

Also I don't see too many green cells out there anyway. Does the nerf help with activity for small factions?
Not really.

Also (...), the nerfs are way too extreme. I had a Karasu with Magma Hammers on IMG ID - yes I know it's a weird combination but it was bought iRP etc - and it had it's core nerfed to ~30%! That's just totally useless (and it's scrapped now).

0% penalty for green cell,
10% for every white cell tech you use (IMG ID with Liberty Guns and fighter = 90%, IMG ID with Liberty guns + GMG fighter = 80%),
20-25% for every red cell tech (which you shouldn't be using anyway).

Dont cry, I have a gunboat that was nerfed to 3%.
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Offline Skorak
01-02-2012, 03:48 PM,
#67
3x Custom User Title
Posts: 4,425
Threads: 503
Joined: Mar 2008

Own tech: 100% performance (of course...)
Green: 90-95% performance (It just isnt your own tech... and for balance reasons)
White: 85%
Red: 75%

Maybe like this... leaves everything playable.
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Offline Veygaar
01-03-2012, 06:56 AM,
#68
Member
Posts: 4,211
Threads: 157
Joined: Jan 2011

' Wrote:Own tech: 100% performance (of course...)
Green: 90-95% performance (It just isnt your own tech... and for balance reasons)
White: 85%
Red: 75%

Maybe like this... leaves everything playable.
This sounds quite reasonable to me. As a generic faction leader I can say I am more than happy with a setting such as this. It keeps us from having any kinda of overpowerd set ups, but still allows us to compete with others on a 'fairly' even plane. Just my thoughts;)

Veygaar for Admin Moderator 2013!!!
[Image: tumblr_mhigevrWmO1qh09nho1_500.gif]
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Offline Soban
01-03-2012, 10:15 PM,
#69
Mobility Scooter Enjoyer
Posts: 803
Threads: 94
Joined: Apr 2009

Hum, we all mention percentage on red/White/Green cell.


But what happen to purple cell ?

Ex Zoner gun on order ship, or GMG gun on Zoner ship ?

[Image: Cj034If.png]
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Offline Jack Payton
01-04-2012, 01:28 AM, (This post was last modified: 12-04-2012, 11:36 PM by Jack Payton.)
#70
Member
Posts: 225
Threads: 10
Joined: Oct 2010

.....

This character is retired. Associated forum account is disabled.
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