We always looking for money sinks, that could be it.
Grinding not only is needed, but is fairly easy. i found funny when ppl complain of a bill, when i gave cau8's as xmas gifts
Make special code modules to recoup rebuild time costing a damm huge lot. like 2 bills/unit
Ppl need realize that no trading means no pirates, and that means no reason to cops/navy log.
Also, stop trying turn every faction in "all-around faction" or make all of em all-around and accept many will just vanish.
When RHA and Unioners have mining bonus and BAF want use 5kers, something is very wrong. Either then Republican Shipping will have Battleships in the id, or everyone turn back to what they are. U grind cash in mining/trading, then you go to pirates or law enforcement factions
Or go Wild/K'hara/vagrant/SCRA and "sjote all red c" (kidding, i know those cant just do that, but thats what most ppl think, and what some members do)
Disco isnt just a space shooter. What kept ppl here (and what keep me, sadly) is the enviroment: that means all the salt and ppls included. Just to shoot off, theres other alternatives around. We should use the influx of 2 recently ded server to here
Their players flocking to here, use it, recruit those ppl. They flying as indies right now. Check player list, invite, way easier than training completely new players. Do it. Now
I support the notion that fighters, freighters, transports and gunboats be allowed to play around with their shielding, as well. It would give small ship players a chance to money sink their vessels, too (Besides just slapping a Jintsuriki Scanner on your ship, which any ship can do right now for the teeniest of tiny gains).
Since we're on this topic, I would like to share an idea that I've had for about ten years, but it seemed the idea itself was far too ahead of its time: An alternative to Armor Upgrades. Sacrifice increased armor for improved shield performance. Combined with the OP topic, you'd be looking at a ship with an extremely tough shell, but a juicy, tender inside. I like my steak Medium, thank you. Watch out for Neutralizer bombers!
Perhaps some may consider "Shield Upgrades" as an alternative to "Armor Upgrades" as excessive, especially when coupled with these Shield Modules. But it would mix things up a little - Give players a choice as to whether they want to increase their base armor or their shield capacity.
(01-03-2018, 03:38 PM)Sand_Spider Wrote: I support the notion that fighters, freighters, transports and gunboats be allowed to play around with their shielding, as well. It would give small ship players a chance to money sink their vessels, too (Besides just slapping a Jintsuriki Scanner on your ship, which any ship can do right now for the teeniest of tiny gains).
Since we're on this topic, I would like to share an idea that I've had for about ten years, but it seemed the idea itself was far too ahead of its time: An alternative to Armor Upgrades. Sacrifice increased armor for improved shield performance. Combined with the OP topic, you'd be looking at a ship with an extremely tough shell, but a juicy, tender inside. I like my steak Medium, thank you. Watch out for Neutralizer bombers!
Perhaps some may consider "Shield Upgrades" as an alternative to "Armor Upgrades" as excessive, especially when coupled with these Shield Modules. But it would mix things up a little - Give players a choice as to whether they want to increase their base armor or their shield capacity.
Yeah i was thinking to make something like that actually but Not going to happen because;
First of all we have to force people to use Shield Tank because we have to nerf Ship Base Armor(not all but certain ships or decide which faction gonna use shield tank), becasue there is no way to prevent people from using Dual Tank like Armor and Shield Tank
There might be a way to stop it actually but only via FLHook but pretty sure FLHook devs not gonna waste time on this
We can actually prevent people from using Armor Tank and Shield Tank at the same time by increasing Volume of Ship Modules but thats not a good idea cuz armor upgrades will take up to around 1500 cargo and Cruiser Cargo capacity is around 500-800
People who want to go for Armor Tank will be very basic compared to Shield Tank players cuz all you have to do is slap single armor upgrade to your ship and thats it.
Fair enough.. Stick with the Shield Cores & Modules, then - It'd still be neat to see them on every ship class. Certain combat styles will favor certain shielding tweaks. I'd imagine that cloak-gank ships will benefit a shield that comes back online as soon as possible, whereas agile, skilled light cruiser/battleship players might go for a larger shield capacity, since they usually count on dodging alone to win.
There are tons of possibilities with this system, though.
"If I'm almost never hit anyways, why not take a larger capacity so that I can afford to take those lucky shots?"
or,
"I need something that'll counter bomber-SNAC swarms. The quicker my shields come back up, the better."
or,
"Shields? Pfft, this is a Base Sieging ship. Max out my core recharge for chain-firing Mortars!"
or even,
"With a faster shield regen rate but a lower capacity, I can shield battery more often, and I should do better against flashpoint or chain gun users."
Those are some examples, but I do like this concept. It allows players to customize ships to cater their own play style, as well as further specialize a vessel for a specific task.
(01-03-2018, 04:20 PM)Sand_Spider Wrote: "If I'm almost never hit anyways, why not take a larger capacity so that I can afford to take those lucky shots?"
I'd prefer faster shield regen because if you mount larger capacity you will have very slow shield regen that means if you take hit, shield not gonna recover from that for a while
(01-03-2018, 04:43 PM)Titan* Wrote: I'd prefer faster shield regen because if you mount larger capacity you will have very slow shield regen that means if you take hit, shield not gonna recover from that for a while
Aye, I usually prefer faster regeneration, as well - I always use the low capacity, high regeneration shield on all of my freighters.
Speaking as Cap player, i prefer faster shield recovery after being completely obliterated by HM than huuuuuuuuuuuge shield capacity.
And as shameless powertrader i am, i would happily grind 2 weeks in 5ker exposing my ass to pirating for a real leg up on my Turtle (and well, i have lot of caps, as well as many players around have.
So again, make code shield modules costing a huge lot.
And using the visibility this thread have, as drop rate for cap code hunting is inexistant, make em be sold at Conn for hugeloads of cash.
Shameless add: if you have sci-data to sell, poke me, i buy! Cash, caps, equipement, code guns, i pay u as you prefer!
(01-03-2018, 04:20 PM)Sand_Spider Wrote: "If I'm almost never hit anyways, why not take a larger capacity so that I can afford to take those lucky shots?"
I'd prefer faster shield regen because if you mount larger capacity you will have very slow shield regen that means if you take hit, shield not gonna recover from that for a while
And on contrary, i would go with full capacity so huge hits hurts me lesser overally. Someone may prefer to sacrifice shield regen for MOAR DAKKA (power regen) and someone may mix it up. Thats the beauty of this system.