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  Discovery Gaming Community Rules & Requests Rules
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Technerf review request

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Technerf review request
Offline rwx
07-06-2012, 06:18 PM,
#1
No one is above the law
Posts: 1,032
Threads: 155
Joined: May 2010

' Wrote:It's important to note that the other thread is suggestions. They can be vetoed on rolepley, lore or balance.

I'm sorry for reopening this again, but it seems the forum search doesn't point me to the right thread.
However, I'd like to give a response to the new tech chart:

The tech nerf (90%) for RFP ID'ed characters on Rheinland civilian ships seems unlogical to me.
The Ragnar for example is by lore used for RFP duties.
The Behemoth and the Uruz are also good confiscation ships. They are not OP, but offer sometimes better firepower than the crappy Mjolnir.
The Tigershark however is a good alternative for the Phantom, which is too huge (yeah, I changed my mind about the size again).
All ships were accepted in the faction request. And so the usage was admin approved already.

So I'd like to request a review for the RFP - Rheinland civilian ship cell.

Thank you in advance.

PS: The thread is placed here, because the technerf is rule based.

Rheinwehr Admiral Malexa Malte Wrote:
We make the rules, you follow them.
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Offline Ursus
07-06-2012, 06:43 PM, (This post was last modified: 07-06-2012, 06:44 PM by Ursus.)
#2
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Posts: 3,853
Threads: 249
Joined: Oct 2011

I made the same comment wrt Tigershark. Nobody likes the Phantom.

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline fencore
07-06-2012, 06:44 PM,
#3
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Posts: 1,585
Threads: 322
Joined: Jun 2010

The civilian nerfs on house factions are something I'm going to be taking a look at over the next little bit.

As it currently stands, Police and Military factions have 100% to their house military tech and 90% to civ tech, I'm assuming to encourage usage of the military tech. The opposite is true for the economic factions, they've got 100% to their house's civ tech and 90% to military tech, to encourage usage of civ tech over military.

I can't speak for AD, but I'm assuming that's the reasoning behind it. The relationships between those are something that'll be reviewed, I'll add it to my notepad of requests.
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Offline rwx
07-06-2012, 09:16 PM,
#4
No one is above the law
Posts: 1,032
Threads: 155
Joined: May 2010

' Wrote:The civilian nerfs on house factions are something I'm going to be taking a look at over the next little bit.

Thank you.

' Wrote:As it currently stands, Police and Military factions have 100% to their house military tech and 90% to civ tech,

This is not entirely true. The Police and Military has, according to the tech chart 100% on common sirius civial ships. While this is nice, I've to point out the difference between the military and the police in my opinion:

' Wrote:I'm assuming to encourage usage of the military tech. The opposite is true for the economic factions, they've got 100% to their house's civ tech and 90% to military tech, to encourage usage of civ tech over military.

From my opinion, not true:
The military doesn't fly police ships and the police doesn't fly (OP) military ships, but has access to a greater range of tech. (which is, comparing to the military, worse).
The fact is, we don't need police factions, if the members are forced to use military ships.
That said, the RFP won't fly RM ships (as usual).

' Wrote:I can't speak for AD, but I'm assuming that's the reasoning behind it. The relationships between those are something that'll be reviewed, I'll add it to my notepad of requests.

I can't speak for him too, but I'm a bit suspect about the decission.
So the police can fly civilian transports, which doesn't belong to their house (without nerf), but cannot use the complete (civilian) vessel availability of the house?
Odd. As said.

And before a (funny) dev will get the idea of reducing the power of the house police with another nerf: think about the balance.

Rheinwehr Admiral Malexa Malte Wrote:
We make the rules, you follow them.
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Offline Govedo13
07-08-2012, 10:58 AM, (This post was last modified: 07-08-2012, 11:01 AM by Govedo13.)
#5
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Posts: 4,663
Threads: 97
Joined: Jul 2009

75% nerf would be even better,same for Military tech as well- and this for civilians as well on Military ships.
Sirius police factions can pay AP to make them assault Transports. If you lack some kind of ship make sure it get added to the Mod instead of using ships that are not made for Police,LF problem in this case is balance Issue not tech nerf issue and RM LF is not bad one comared with rogue or corsair one anyway.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline McNeo
07-11-2012, 09:21 AM, (This post was last modified: 07-11-2012, 09:21 AM by McNeo.)
#6
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Posts: 3,424
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Joined: Aug 2006

The 100% for Sirius Civilian is so that people aren't penalised for using debilitators, and presumably to allow everybody to use the Eagle should they so desire, which is a nice way of creating an even field of play.

As house-specific civilians tend only to have ships at their disposal, with the exception of Gallia, there generally isn't much of an issue in that regard.

Although my Bison does have 90% power output, which makes me sad.
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