Well im quite new in this server, but still i have my opinion. I think whole capships should be heavely restricted. It is trange to see in the sapce 5 battlehips without any fighter support. (tha same comes to a cruisser battlecruisser and more).
For the Ship changing like only for PvP. Well battleships i think dont have much RP potencial, but they are good for massive assualts and space battles. Imagine balanced battle bewtween a few cap ships led by a few wing of fighters. That is impressive. So i think cap ships should be sold on restrictemnt. Like 1 Battleship for 8 players, or something.
And more. battleships eats billions galons of feul. Spece crew cost a lot. Missile and other equiment it expensive too. And a distruction of such kind of ship its a disaster. So thats why usging battleships not just for haavy assualts or defence of home systems its a bit OoRP.
yet for all their billions of credits of construction and maintenance costs, a trio of poorly piloted bombers coming to a grand total of 30-40 million credits can destroy a battleship with little to no effort.
Bombers, as I said, are the overpowered ship class right now. They carry more singular firepower than any other ship, on a chassis that's manuverable enough to evade fire from even fighter craft.
Everyone always complains about capships, but what happens when capships get into a fight? They die, quickly. Most caps dont last 90 seconds into a fight that includes either other capships or bombers. Fighters and bombers, on the other hand, can have battles lasting up to 10-20 minutes.
I think skill just doesnt play as much a factor in some ship balancing as it should. It doesnt take much skill at all to dodge with a fighter, especially the more manuverable fighters - but you could be the most skilled player on the server and still get torn to bits if you tried to fly a cap. They sacrafice the ability to dodge, which is the only thing that keeps fighters alive - yet they dont really gain enough extra 'damage absorbtion' in exchange.
Personally, I'd like to see the armor limits on all capships (maybe with the exception of some of the gunboats/gunships) be increased drastically - bring them up to at least NPC capship values. Current battleships/dreadnaughts have an average of about 500-600k hull strength, let's boost that to 2 million - about a 330% increase. Average cruisers have around 250k hull strength, boost that up to around 1 million.
Right now, capships really just dont survive long enough to be of any real use. They're seperated from other ship types in balance, and cruisers specifically are at the bottom of the food chain right now.
Quote:trio of poorly piloted bombers coming to a grand total of 30-40 million credits can destroy a battleship with little to no effort.
What the hell? Do you know how expensive one bomber is? Fully armed?
I spend 50 mil on each of mine, and that's without buying codes from merchants.
Quote:Fighters and bombers, on the other hand, can have battles lasting up to 10-20 minutes.
Actually, I once fought for some 2 hours, one fight. 10-20 minutes maybe for vanilla ships with explosions all around.
Quote:Personally, I'd like to see the armor limits on all capships (maybe with the exception of some of the gunboats/gunships) be increased drastically - bring them up to at least NPC capship values. Current battleships/dreadnaughts have an average of about 500-600k hull strength, let's boost that to 2 million - about a 330% increase. Average cruisers have around 250k hull strength, boost that up to around 1 million.
And that's one of the suggestions we are already working on.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
I have no clue how you're spending that much on a bomber.
Average bomber price: 6-7 million.
Armor: 15 million
Supernova: 7 million
most faction class 9's/10's are only around 500k a peice tops, you dont need code weapons to function as a bomber - especially since you're likely to use at least two shield busters anyways.
So you come out to, tops, around 30-35k. Now, if you're buying cheetah thrusters for your bombers, then frankly you're either doped up on cardamine or mentally 'deficient', there's no reason for any ship to use a cheetah thruster... ever.
Are you mad..? weak the bomber power up teh cap ships?.. so what good deal then the bombers will have? They are constructed in dealing with cap ships, becouse simple fighters cant do it with their guns then battleships sheids regenerate faster then fighter do damage to it jausting and shooting in full power.
Bombers are created to spend its all paower in 1 sec and spent other time just eveding fire. In fight agianst fighter bomber dont have much chances, but yes, since they are able to mount nuclear they are a bit overpowered.
I want to have simple siccors/paper/rock, biger rock and even more bigger rock banace. And gb should simply loose the fight against bomber 1vs1.
If we increase cap ships power, we will have much more cap ship whores.. Am I wrong?
scissors/paper/rock is a nice thing - try adding one or two more .... items into that theory - and the problems start.
we have
fighters
bombers
gunboats
destroyers/cruiser
battlecruisers
battleships
its much more complex than 3 classes. although its of course clear where you re coming from, its not as easy to balance those 6 classes. furthermore, the scissors/paper/rock theory suggests that all of those items are "worth the same" - which is not the case with our ships. - a fighter is not worth as much as a battleship.
so when we apply the scissors/paper/rock concept, we d have to take into account that - when you do the scissors, you have to pay 10 cent, when you do the rock, you have to pay 10 euro and when you want to do the paper, you ll have to pay 50 euro. so when you re poor, all you can do is the scissors... .
I've been here a couple of months and I've noticed that some players really dislike cap ships and
automatically label anyone flying them as cap whores. The comment I often hear is that they have no place in role play. Maybe not in yours, but they do in mine.
It's the Liberty Navy, and naval ships imply BIG, EXPENSIVE ships. That's why it takes a government to support & and a navy to operate cap ships (it's also why pirates rarely if ever used large ships and NEVER operated near any naval bases, but then that's another thread) One of my characters flys a Liberty Cruiser (the original one that was part of the RP in the SP game) I use it to fly patrols in Liberty space. I conduct lane security patrols, customs inspections, search and rescue operations, ship repair, emergency medical services and disaster response, and yes, naval support with anti-piracy operations just to name a few of the RP functions I perform. We have full medical facilities on board and can even do dental surgery.
Yes, some players suck at cap ship RP. They see it as something that lets them kill anyone and do whatever they want. Hey, I spent ALL that money, dude. I find that poor cap ship RP. I prefer to let fighters fight other fighters in one on one combat. That's what fighters do. Me, I'm the mobile support base. I will take on hostile caps when I can, tho. Also, I hate to see big powerful ships with silly names like "junk pile" ( rules lawyer legal disclaimer - made up names with no intentional likeness to any real player names) or "Kev's big honking ship" You spent all that money on a ship and no time to think up a name ? Your choice, I guess. But then, so is flying a cap ship. You have the freedom to make choices here. Just remember, you also have the responsibility of respecting the choices of others. Please use your freedoms wisely.