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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Increasing snubcraft cruise speed to 355

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Poll: Do you think that increasing Snubcraft cruise speed to 355 is good idea?
You do not have permission to vote in this poll.
Great idea. +2
47.46%
28 47.46%
Good idea. +1
23.73%
14 23.73%
Meh. 0
6.78%
4 6.78%
Bad idea. -1
3.39%
2 3.39%
Horrible idea. -2
16.95%
10 16.95%
Other
1.69%
1 1.69%
Total 59 vote(s) 100%
* You voted for this item. [Show Results]

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Increasing snubcraft cruise speed to 355
Offline Zelot
04-17-2014, 07:17 PM,
#71
Member
Posts: 7,539
Threads: 379
Joined: Jun 2007

(04-17-2014, 07:13 PM)Bloodl1ke Wrote:
(04-17-2014, 07:05 PM)Zelot Wrote: Bar fleeing, a bomber vs a transport, the bomber will win 95% of the time.

And a fighter will win versus a bomber 95% of the time, bar fleeing. Does that mean bombers need a buff/fighters need a nerf?

The issue is not that the transport can't outright win versus a bomber, the issue is that the transport could easily run 20-30, hell possibly 35K on thruster to the nearest base. And mind you given the layout of most systems 20K is a pretty average distance to the nearest base in most situations (if you're lawful). This is the reason you barely see pirates anymore and instead it's outcast fleets in New York. People can't be bothered to pirate so they just pew.

If you can't down a transport in a bomber in 20k on thruster you don't deserve to get the transport. Mind you I have been the pirate in this same situation once or twice, losing the transport after a long chase. My response, giving congrats to the transport pilot for being good.

[Image: 13121_s.gif]  
Offline SnakThree
04-17-2014, 07:17 PM,
#72
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

(04-17-2014, 07:05 PM)Zelot Wrote:
(04-17-2014, 07:02 PM)Snak3 Wrote:
(04-17-2014, 06:59 PM)Zelot Wrote:
(04-17-2014, 06:56 PM)Highland Laddie Wrote: I don't think it takes away a traders chance to flee...it just knocks the odds from "even" (or quite possibly in the trader's favor) to slightly in the pirate's favor by at least giving him a chance to run his prey down.

As things sit now, as long as you see the pirate coming, the transport is almost guaranteed a getaway.

Keep in mind, the proposed speed adjustments (at least mine) equally affect smugglers and pirate transports and unlawful caps as much as it would affect trade ships. Would also promote ship/fleet diversity.

If the trader sees the pirate coming, he should get away.

That seems awfully in trader's favour.

EDIT: To Zelot's edit: Transports are not that weak anymore, Zelot. They are very hard to take down if the pilot has some experience.


Bar fleeing, a bomber vs a transport, the bomber will win 95% of the time.
Why would transport fight instead of fleeing?

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
 
Offline SnakThree
04-17-2014, 07:18 PM,
#73
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

(04-17-2014, 07:17 PM)Zelot Wrote:
(04-17-2014, 07:13 PM)Bloodl1ke Wrote:
(04-17-2014, 07:05 PM)Zelot Wrote: Bar fleeing, a bomber vs a transport, the bomber will win 95% of the time.

And a fighter will win versus a bomber 95% of the time, bar fleeing. Does that mean bombers need a buff/fighters need a nerf?

The issue is not that the transport can't outright win versus a bomber, the issue is that the transport could easily run 20-30, hell possibly 35K on thruster to the nearest base. And mind you given the layout of most systems 20K is a pretty average distance to the nearest base in most situations (if you're lawful). This is the reason you barely see pirates anymore and instead it's outcast fleets in New York. People can't be bothered to pirate so they just pew.

If you can't down a transport in a bomber in 20k on thruster you don't deserve to get the transport. Mind you I have been the pirate in this same situation once or twice, losing the transport after a long chase. My response, giving congrats to the transport pilot for being good.

lol. Go play 4.87 and then come back. Transports can easily thrust 20k.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
 
Offline Zelot
04-17-2014, 07:19 PM,
#74
Member
Posts: 7,539
Threads: 379
Joined: Jun 2007

(04-17-2014, 07:17 PM)Snak3 Wrote:
(04-17-2014, 07:05 PM)Zelot Wrote:
(04-17-2014, 07:02 PM)Snak3 Wrote:
(04-17-2014, 06:59 PM)Zelot Wrote:
(04-17-2014, 06:56 PM)Highland Laddie Wrote: I don't think it takes away a traders chance to flee...it just knocks the odds from "even" (or quite possibly in the trader's favor) to slightly in the pirate's favor by at least giving him a chance to run his prey down.

As things sit now, as long as you see the pirate coming, the transport is almost guaranteed a getaway.

Keep in mind, the proposed speed adjustments (at least mine) equally affect smugglers and pirate transports and unlawful caps as much as it would affect trade ships. Would also promote ship/fleet diversity.

If the trader sees the pirate coming, he should get away.

That seems awfully in trader's favour.

EDIT: To Zelot's edit: Transports are not that weak anymore, Zelot. They are very hard to take down if the pilot has some experience.


Bar fleeing, a bomber vs a transport, the bomber will win 95% of the time.
Why would transport fight instead of fleeing?

They wouldn't in a one on one situation, the result of this idea is to take away a transport's ability to flee in cruise, significantly reducing it's chance of survival.

[Image: 13121_s.gif]  
Offline Zelot
04-17-2014, 07:21 PM,
#75
Member
Posts: 7,539
Threads: 379
Joined: Jun 2007

(04-17-2014, 07:18 PM)Snak3 Wrote:
(04-17-2014, 07:17 PM)Zelot Wrote:
(04-17-2014, 07:13 PM)Bloodl1ke Wrote:
(04-17-2014, 07:05 PM)Zelot Wrote: Bar fleeing, a bomber vs a transport, the bomber will win 95% of the time.

And a fighter will win versus a bomber 95% of the time, bar fleeing. Does that mean bombers need a buff/fighters need a nerf?

The issue is not that the transport can't outright win versus a bomber, the issue is that the transport could easily run 20-30, hell possibly 35K on thruster to the nearest base. And mind you given the layout of most systems 20K is a pretty average distance to the nearest base in most situations (if you're lawful). This is the reason you barely see pirates anymore and instead it's outcast fleets in New York. People can't be bothered to pirate so they just pew.

If you can't down a transport in a bomber in 20k on thruster you don't deserve to get the transport. Mind you I have been the pirate in this same situation once or twice, losing the transport after a long chase. My response, giving congrats to the transport pilot for being good.

lol. Go play 4.87 and then come back. Transports can easily thrust 20k.

I do play, and a bomber should be able to take down a transport in 20-25k, Supernovas and all.

[Image: 13121_s.gif]  
Offline SnakThree
04-17-2014, 07:21 PM, (This post was last modified: 04-17-2014, 07:22 PM by SnakThree.)
#76
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

(04-17-2014, 07:19 PM)Zelot Wrote:
(04-17-2014, 07:17 PM)Snak3 Wrote:
(04-17-2014, 07:05 PM)Zelot Wrote:
(04-17-2014, 07:02 PM)Snak3 Wrote:
(04-17-2014, 06:59 PM)Zelot Wrote: If the trader sees the pirate coming, he should get away.

That seems awfully in trader's favour.

EDIT: To Zelot's edit: Transports are not that weak anymore, Zelot. They are very hard to take down if the pilot has some experience.


Bar fleeing, a bomber vs a transport, the bomber will win 95% of the time.
Why would transport fight instead of fleeing?

They wouldn't in a one on one situation, the result of this idea is to take away a transport's ability to flee in cruise, significantly reducing it's chance of survival.

If a snubcraft can gain 1,5k advantage over 5 minutes of cruising, which is ~100k, that would not change a thing, because transport would have already reached friendly base. UNLESS, that transport is fleeing to system wall. (600k or so)

EDIT: I challenge you to use conventional bomber setup to beat me in said 25k while I use AU8 5ker.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
 
Offline Highland Laddie
04-17-2014, 07:22 PM,
#77
Member
Posts: 2,082
Threads: 21
Joined: Mar 2013

That's part of risk/reward. Also why I propose an entire revamp of cruising speeds, and not just for snubs.
Offline Haste
04-17-2014, 07:31 PM,
#78
Lead Developer
Posts: 3,549
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

(04-17-2014, 07:21 PM)Zelot Wrote: I do play, and a bomber should be able to take down a transport in 20-25k, Supernovas and all.

Nope.

A halfway decent transport with the smallest shield type and a UAU8 can make it to 30k even against a heavy bomber's core.

[Image: cdSeFev.png]
Offline Zayne Carrick
04-17-2014, 07:54 PM,
#79
Member
Posts: 1,522
Threads: 97
Joined: Apr 2012

Well, just got an encounter. My cau8 battletransport was teared apart by heavy bomber in 50k. Landed on base without regens and with half hull. Problem's not with bomber's efficiency. It's with distance between bases in house space.
Offline Hawk
04-17-2014, 08:16 PM,
#80
Ass Kickin Meanie
Posts: 2,637
Threads: 522
Joined: Jul 2008

(04-17-2014, 06:39 PM)Pancakes Wrote: How about a trader and escort working together?

We can keep this dance for days if you want, Hawk.

No need for that really. Both are true. Traders should work together just as much as pirates should work together, and there should be a disadvantage for both if they choose to go it alone. No need to take that disadvantage away just for the pirates.

(04-17-2014, 07:17 PM)Zelot Wrote: If you can't down a transport in a bomber in 20k on thruster you don't deserve to get the transport. Mind you I have been the pirate in this same situation once or twice, losing the transport after a long chase. My response, giving congrats to the transport pilot for being good.

He gets it. This should only happen a few times before you start changing the way you do things. No one is meant to win every time. Something should still be left to the skill and ingenuity of the player.
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