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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Reducing fighter PvP length. Enhancing the shield type vs gun type.

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Reducing fighter PvP length. Enhancing the shield type vs gun type.
Offline guitarguy
01-25-2010, 10:22 PM,
#1
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Seems a little vague, can you be more specific?

As for the tactical setups, are thinking CoD:MW2 custom classes? Unless high-end gear gets a drastic price drop and becomes more readily available at every base, it would be impractical to switch load outs constantly.

In my opinion, removing armor upgrades and slightly reducing weapon damage would go a long way in shortening fights without drastically altering the system.

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Offline Unseelie
01-25-2010, 10:26 PM,
#2
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I'd seriously support putting more impact on shields dependent on the weapon/shield type interactions.

at least up to 40% damage reduction/increase

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Offline Tenacity
01-25-2010, 10:36 PM,
#3
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I'm pretty sure this is not possible.

The shield damage/resistance types are hard coded, from what I've heard. Shields which say they're "more effective against X weapon type" take 20% less shield damage from the weapon than what is listed on the weapon infocard. Weapons which say they're "more effetive against X shield type" deal 20% more shield damage than listed on the weapon infocard.

I think the only way to cause hull damage while ignoring shields completely is via radiation damage. I dont know if it's possible to create weapons which deal radiation damage, I've suggested such weapons before but nothing has ever come of it.

If we want to reduce fighter pvp duration, the only ways to effectively do it is to make fighter guns more powerful, or more accurate. The problem is, faster guns negate the primary advantage fighters have in combat - agility - and more powerful guns lead to more 'insta-kills' when someone stupidly tries to joust someone else.

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Offline Tenacity
01-25-2010, 10:38 PM,
#4
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Quote:The only weapon types which are not effected by this are explosives, emp's and nomad weapons.

You also have to take into account nomad shields - they dont have 'graviton' or 'molecular' shield types, their shields have no disadvantages or advantages against any weapon types. How would that end up fitting into this?

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Offline Durandal
01-25-2010, 10:45 PM,
#5
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Not this again....
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Offline mjolnir
01-25-2010, 10:48 PM,
#6
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It is possible and it takes like 5 seconds to change this.

Problem is that it doesn't lead to reducing PvP length, but more to "ooRP" shield and/or gun combinations and in the end to people switching shields before every second fight.


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Harcourt.Fenton.Mudd
01-25-2010, 11:00 PM,
#7
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Just raise the cargo requirements on universal armor so that only the biggest of the SHFs can use lighter armor.

For freighters/transports, this makes armor more of a tradeoff against profit.


PvP goes 2.5x faster all of a sudden. (cause lets face it, only newer players use anything other than Mk8 armor, and only til they get the cash for it)
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Zeltak
01-25-2010, 11:04 PM,
#8
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' Wrote:Just raise the cargo requirements on universal armor so that only the biggest of the SHFs can use lighter armor.
PvP goes 2.5x (cause lets face it, only newer players use anything other than Mk8 armor, and only til they get the cash for it) faster all of a sudden.

If you are going to do a removal or change of armor uppgrades it should equally apply to every vessel in the game.

Personally I do not agree at all with this proposal. Sometimes battles takes 3 hours long, sometimes ends in less than 1 minute. It really depends on the player skill, load out and numbers.

To understand my point of view, here is a quote: "If it ain't broken, don't fix it."
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Offline Sly
01-25-2010, 11:08 PM,
#9
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This may make Cannon blow.
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Harcourt.Fenton.Mudd
01-25-2010, 11:10 PM,
#10
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' Wrote:If you are going to do a removal or change of armor uppgrades it should equally apply to every vessel in the game.

Personally I do not agree at all with this proposal. Sometimes battles takes 3 hours long, sometimes ends in less than 1 minute. It really depends on the player skill, load out and numbers.

To understand my point of view, here is a quote: "If it ain't broken, don't fix it."


Agreed. I was just suggesting the simple way to make things shorter, rather than waste time fiddling with sheilds/weps.
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