Rather than make the technerf more complex and fine-tuned, it should be made simpler and more liberalized (including IRP house law "illegal" guns).
Repping with bribes and missions in order to buy better gear from another faction should become a thing again.
Fact is, "oorp" setups are an absolute non-issue at the moment, while too many restrictions and technerf are a huge turn-off for the discovery mod, especially for new players.
(07-25-2018, 07:16 AM)Karlotta Wrote: Rather than make the technerf more complex and fine-tuned, it should be made simpler and more liberalized (including IRP house law "illegal" guns).
Repping with bribes and missions in order to buy better gear from another faction should become a thing again.
Fact is, "oorp" setups are an absolute non-issue at the moment, while too many restrictions and technerf are a huge turn-off for the discovery mod, especially for new players.
So by this logic, wouldn't 95, 90, and 85% nerfs be better than the current status quo, regardless of whether or not the 105% buff happens or not?
(07-25-2018, 08:44 AM)Durandal Wrote: So by this logic, wouldn't 95, 90, and 85% nerfs be better than the current status quo, regardless of whether or not the 105% buff happens or not?
This does seem like an even better option.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
I also think there is an availability in the mechanics for such fine tuning of every item. Mounting one gun could be a -3% efficiency, mounting 6 a -18%, or any other combination. All of those things could stack, or be different in a variety of ways.
I still feel, with respect to everyone who's enjoyed flying a 75% fighter that it isn't a good spot for the compromise. I can't see why someone would take that hit for anything but the hardest roleplay conundrum, and think we ought see more of the wild combos.
I'll defend the idea that we give a minor buff to people being "pure" as a way to counter the fact that I'm suggesting letting people play their equipment more wild. A shift in the value-signalling from "never do different things" to "you can do wild things, but you get a bonus for playing 'pure' characters, because...well, don't we need both?
Osprey was exception, becouse it had such large power core 75% was quite enough , and that togeter with large cargo hold that alowed CAU mounting and up to 4 missiles/torpedo make it good tank/missile platform .
Horewer , with torpedos gone and missiles nerfed , now it is just flying , to-easy to hit brick in space .
(07-25-2018, 08:44 AM)Durandal Wrote: So by this logic, wouldn't 95, 90, and 85% nerfs be better than the current status quo, regardless of whether or not the 105% buff happens or not?
Yeah my only concern is the 105% buff. Otherwise, making the nerfs 95%, 90% and 85% would be better.
(07-25-2018, 07:16 AM)Karlotta Wrote: Rather than make the technerf more complex and fine-tuned, it should be made simpler and more liberalized (including IRP house law "illegal" guns).
Repping with bribes and missions in order to buy better gear from another faction should become a thing again.
Fact is, "oorp" setups are an absolute non-issue at the moment, while too many restrictions and technerf are a huge turn-off for the discovery mod, especially for new players.
So by this logic, wouldn't 95, 90, and 85% nerfs be better than the current status quo, regardless of whether or not the 105% buff happens or not?
Probably? Kind of depends on how the categories are defined. I wouldn't for example put 85% on "things that are hard to get", but things that should barely be compatible. I'd be more in favor in reduce he number of occurring tech nerfs, rather than fine tuning the categories, because that will (hopefully) be less confusing.
Hey, I'm in favor of the 95/90/85% nerfs over what we have right now, even without having the 105% buff for pure-tech load-outs. Folks will fly what they want to fly, and even at a 90% nerf, a heavy gunboat's power core (as an example) will be nerfed to be closer to a medium gunboat's power core.
If we want to attract and keep new blood on the server, lessening the effects of tech nerfs currently in place is a great place to start. 75% seemed reasonable for back when the tech chart was first implemented (back when 150+ players on the server during peak times was still a thing), and plenty of folks were running around with crazy Freelancer ID'd loadouts. While I realize that such a thing could become more common with a 95/90/85% spread, this is, at the end of the day: A video game that people play for fun. Let folks have their fun! Discovery is an awesome setting for RP - the best I've ever dealt with, bar-none. It's a great place for PvP, too, and being able to confidently defend myself from an inRP standpoint is important, as I'm positive it is for many players, both new and grizzled.
Anyways, sorry for rambling.
A 95/90/85% spread would be awesome, even for snubs, but especially so for larger vessels.