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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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To hell with Armor Upgrades!

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To hell with Armor Upgrades!
Offline Gamazson
12-14-2008, 07:37 AM,
#41
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Posts: 962
Threads: 56
Joined: May 2007

I personally feel that the armour upgrades do need a counter effect. The best 'balance' comes from having to make a choice. If I choose this big armour upgrade, this will also happen. The idea is to customize your ship to a fighting style. Some people like to tank damage, others prefer to stay away from it.

I think that having armour affect your speed negatively is a good counter effect. The only problem is how to actually do it.

AKA Nexus
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Offline Grumblesaur
12-14-2008, 06:28 PM,
#42
Fleet Tender
Posts: 2,742
Threads: 56
Joined: Sep 2008

' Wrote:Jimmy has some medical trouble that can't allow him to type very decently. Not his fault...

In any event, the armour as they are now are quite fine...

I had no idea. Apologies to Jimmy.

Agreed.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline Nightwind
12-14-2008, 07:08 PM, (This post was last modified: 12-14-2008, 07:12 PM by Nightwind.)
#43
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Posts: 309
Threads: 6
Joined: Apr 2006

' Wrote:I personally feel that the armour upgrades do need a counter effect. The best 'balance' comes from having to make a choice. If I choose this big armour upgrade, this will also happen. The idea is to customize your ship to a fighting style. Some people like to tank damage, others prefer to stay away from it.

I think that having armour affect your speed negatively is a good counter effect. The only problem is how to actually do it.

seconded. This would be the best solution for the armor problem. Either highly armor-plated or ... well. Speed ?
Power? Cruise activation time? Maybe a slower turning rate to make it a pain in the ass to fly. If possible...
Less Bots/Bats?? Actually there seem to be lot of reasonable sounding ways to balance them.

For the bomber balancing problem:
I thought the role of bombers would be a bit altered in 4.85 ?
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Offline Kambei
12-14-2008, 07:20 PM,
#44
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Posts: 1,115
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Joined: Feb 2008

' Wrote:seconded. This would be the best solution for the armor problem. Either highly armor-plated or ... well. Speed ?
Power? Cruise activation time? Maybe a slower turning rate to make it a pain in the ass to fly. If possible...
Less Bots/Bats?? Actually there seem to be lot of reasonable sounding ways to balance them.

not in space...

[Image: velryba5eo0.jpg]
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Offline Nightwind
12-14-2008, 08:07 PM, (This post was last modified: 12-14-2008, 08:08 PM by Nightwind.)
#45
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Posts: 309
Threads: 6
Joined: Apr 2006

...first I thought you were right. Then I thought about it again and came to following conclusion:
The thing is to move MASS. Because adding further armor to a ships adds mass and makes it heavier.
There may be no friction in space, but as far as I know this force called inertia works there just as well as on earth.
:P
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Offline Kambei
12-14-2008, 08:45 PM,
#46
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Posts: 1,115
Threads: 21
Joined: Feb 2008

' Wrote:...first I thought you were right. Then I thought about it again and came to following conclusion:
The thing is to move MASS. Because adding further armor to a ships adds mass and makes it heavier.
There may be no friction in space, but as far as I know this force called inertia works there just as well as on earth.
:P

Weight of fighter armor is imponderable in that case. Inertia is based more on centre-of-gravity position than on mass (in space). So no, still no :P

[Image: velryba5eo0.jpg]
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Offline Derkylos
12-14-2008, 09:38 PM, (This post was last modified: 12-14-2008, 09:40 PM by Derkylos.)
#47
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Posts: 1,410
Threads: 48
Joined: Sep 2008

Actually, a heavier object travelling in a zero-gravity environment will require more force to be applied to change its motion (try stopping a spaceship).

However, this is neither here nor there, as objects in space do not exist in a zero-g environment, even if the only other mass for miles is the enemy...

RL physics cannot be applied to FL.

And, back on topic, adding a downfall to armor upgrades will wipe them out completely, as most people will just use the unarmored versions because they are 15 mill (75%) cheaper.

[Image: 2ecf33o.png]
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Offline Kambei
12-14-2008, 09:59 PM,
#48
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Posts: 1,115
Threads: 21
Joined: Feb 2008

or in FL language: capships stick with them because slower turning cant harm them, fighters stop using them because slower turning kill them = capshis 1, fighters 0.

[Image: velryba5eo0.jpg]
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Offline Nightwind
12-14-2008, 10:09 PM,
#49
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Posts: 309
Threads: 6
Joined: Apr 2006

' Wrote:And, back on topic, adding a downfall to armor upgrades will wipe them out completely, as most people will just use the unarmored versions because they are 15 mill (75%) cheaper.
Then make them cheaper....

And mybe add another downside instead of turning rate. Or leave it turning rate for fighters and make it something that harms Capships. Power supply e.g

:blink:wait...
maybe that might be extreme.... but what about making the cap armor upgrade a lot more efficient and use the shield slot for it ?

What about making all armor upgrades muche more efficient but use the shield slots ?
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Offline Kambei
12-14-2008, 10:26 PM,
#50
Member
Posts: 1,115
Threads: 21
Joined: Feb 2008

question is.... why to change perfectly well working thing when 99% of players which know there is something called forum have no problem with?

[Image: velryba5eo0.jpg]
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