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Thread Statistics | Show CCP posts - 1 post(s) |

Zemeckis R
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Posted - 2006.11.22 10:00:00 -
[1]
Hi, 2 simple fix needed:
1. Do you want to increase all ships hp? Ok, fine, but, why don't increase drones' hp too?? It is needed, else... no fair.
2. I fought VERY long fights expecially 1vs1 or small gangs: i think we need bigger cargohold, to put in more ammo and cap booster charges.
That's all, and i think those 2 points are a must: longer fights: more ammo needed; more hp to ships? more hp to drones!
see you 
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Tuxford

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Posted - 2006.11.22 10:29:00 -
[2]
cap charges have been decreased in volume by 30% which means you can carry about 42.9% more charges. Ammo was decreased by 50% which means you can carry 100% more ammo.
Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again. _______________ |
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Ather Ialeas
Amarr Karjala Inc. Freelancer Alliance
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Posted - 2006.11.22 10:33:00 -
[3]
Originally by: Tuxford Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again.
How 'bout changing that a bit? What I have in mind is that when you take in the drones their armor/shield don't automagically recharge to 100% but instead you have to right-click them and select some sort of "heal" option that fixes the drones by draining your ship's shield (for shield boosting) or capacitor (for armor repping) while the drone is recharging.
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Joshua Foiritain
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2006.11.22 10:34:00 -
[4]
Cap boosters could use more love tbh, though 30% is nice 50% is where it should be. Fitting cargo bay rigs on blaster ships is just wrong...  -----
[Coreli Corporation Mainframe] |

Forsch
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2006.11.22 10:42:00 -
[5]
Just make it so drone shield recharges only when the ship docks in a station.
Oh and.. do something about smartbombs, please. They have been unchanged despite the last drone hp boost.
Forsch Defender of the empire
It's great being Amarr, ain't it? |

keepiru
Supernova Security Systems
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Posted - 2006.11.22 10:42:00 -
[6]
Originally by: Joshua Foiritain Fitting cargo bay rigs on blaster ships is just wrong... 
Ah, so I'm not the only one that's been doing that so I can last 2 fights on one cargo hold  ----------------
Kali ships worth flying left: Harbinger, Rokh. Only 2 left tux, you can make it! |

Ather Ialeas
Amarr Karjala Inc. Freelancer Alliance
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Posted - 2006.11.22 10:44:00 -
[7]
Originally by: Forsch Just make it so drone shield recharges only when the ship docks in a station.
Oh and.. do something about smartbombs, please. They have been unchanged despite the last drone hp boost.
Indeed, the only niche smartbombs currently do seem to be nerfed to oblivion in Revelations at the moment.
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Joshua Foiritain
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2006.11.22 10:44:00 -
[8]
Originally by: keepiru
Originally by: Joshua Foiritain Fitting cargo bay rigs on blaster ships is just wrong... 
Ah, so I'm not the only one that's been doing that so I can last 2 fights on one cargo hold 
Meh even with cargo bay rigs i dont have enough charges for a 2nd fight 
Gonna try a hype with 2x cap recharger II, 1x Cap relay, some cap related rigs and as many nosf as it takes to run the ship when i get home to see if theres a setup that doesnt need a cap booster. -----
[Coreli Corporation Mainframe] |

Waragha
Art of War Anarchy Empire
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Posted - 2006.11.22 10:55:00 -
[9]
Originally by: Tuxford cap charges have been decreased in volume by 30% which means you can carry about 42.9% more charges. Ammo was decreased by 50% which means you can carry 100% more ammo.
Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again.
You should be able to balance it shouldnt you? Because right now there is a problem :)
Originally by: Trepkos
The only difference between GS and NPC's are that GS respawn quicker.
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keepiru
Supernova Security Systems
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Posted - 2006.11.22 10:56:00 -
[10]
There probably is one, and it will most definitely die to a setup that does have an injector  ----------------
Kali ships worth flying left: Harbinger, Rokh. Only 2 left tux, you can make it! |
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Mila Prestoc
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Posted - 2006.11.22 11:05:00 -
[11]
Originally by: Tuxford cap charges have been decreased in volume by 30% which means you can carry about 42.9% more charges. Ammo was decreased by 50% which means you can carry 100% more ammo.
Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again.
Indeed, not to mention remote reps become viable.
I wouldn't have a problem (at least to try on test) with a drone hp boost if drones acted like players at stations, with a docking/undocking timer making the scoop/deploy tactic harder to do, but giving enough HP to make remote rep's viable on them. -------------------------
Originally by: "Lord Violent" EvE is slowly becoming a game for the stupid, catered to by devs as they lack ability to kill/survive anything.
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murder one
Gallente CRICE Corporation Lotka Volterra
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Posted - 2006.11.22 11:12:00 -
[12]
Originally by: Tuxford cap charges have been decreased in volume by 30% which means you can carry about 42.9% more charges. Ammo was decreased by 50% which means you can carry 100% more ammo.
Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again.
If someone knows what they're doing and makes a proper effort to kill the drones, they'll never reach the repair bay. Once a drone is webbed and you're beyond your enemies drone scoop range, it's as good as dead.
Take the Myrmidon for instance- I stay at range while fighting it, typically 9km or so, let my opponent engage me with his drones, and then once his drones are 5-6km away from me, I web one and kill it. Usually I can web another one or two by the time he starts to recall his drones. If he's using all heavy drones, then he's really in trouble, as I can get almost all of them before they can be recalled and make it back to the ship.
Once the enemy drones are down, then I can safely use my drones against his ship. I only go after the enemy drones when I know that I don't have enough firepower to quickly and decisively end the fight and where removing his drone DPS at the beginning will pay off later on in the fight.
Furthermore, when attacking a Myrmidon attacking it's drones not only removes them from the fight if they're destroyed, it also removes them from the fight temporarily whenever they are being recalled or are having to fly to my location to begin attacking me again.
This is the equivilant of making a Hurricane turn off an entire turret for the sixty seconds it takes to recall a drone, scoop it, redeploy it and have it re-engage the target.
Right now T2 drones die exceptionally fast, even with the drone HP bonuses provided by the drone ships, and even when using drone HP rigs on top of that. This also brings me to another point: why can't we see the effects of skills/ship bonuses/rig bonuses on drones when they're in our bay, deployed, or otherwise being used by the player? I'd like to be able to see exactly what kind of stats my drones have while I'm using them so that I can make a more educated decision as to how to best employ them.
Keep up the good work Tux. There is a tremendous amount that I REALLY like about this game and about Revelations (see, I didn't call it Kali lol): stab nerf, invention, rigs, the new ships, the new map, new scanning, salvaging, the CONTRACT SYSTEM!!! All very good stuff.
I think us players just get in foul moods because we're so passionate about the game just like you are, but fail to express this same passion in a constructive manner. I personally really appreciate the effort and I'm sure everyone else does too when it's all said and done. Thx for reading. 
Because I said so...
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.22 11:25:00 -
[13]
Originally by: Tuxford cap charges have been decreased in volume by 30% which means you can carry about 42.9% more charges. Ammo was decreased by 50% which means you can carry 100% more ammo.
i have a few questions for you:
- do you aknowledge that ships that use cap to fire their guns (lasers/hybrids) will be at a greater risk to run out of cap the longer the battle takes and that this is done by the hp-boost?
- if yes, then do you aknowledge that laser/hybrid ships get a disadvantage from this hp-boost?
- if yes, then why did you increase cap equally across all ships instead of giving those ships that really need it a bigger cap-boost?
- do you feel that every laser/hybrid ship needs to fit a cap-booster as a must have module?
- if yes, do you feel that amarrian laser-boats have enough midslots to do that?
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Aion Amarra
Minmatar Sebiestor tribe
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Posted - 2006.11.22 11:38:00 -
[14]
If you do not want to buff the drone scoop/shield repair tactic, then just add the bonus to the shield to the armor instead. It's not like there are any drones with a viable passive shieldtank. =P
Example: Drone A normally has 100 Shields and 200 Armor. We want to increase the HP by 50%. Drone A now has 100 Shields and 300 armor (200 + 100 (50% of Armor) + 50 (50% of Shield)).
Not exactly difficult. ________ Capitalization is the difference between "I helped my uncle Jack off his horse." and "I helped my uncle jack off his horse."
Help the horses, make proper use of that shift button. |

murder one
Gallente CRICE Corporation Lotka Volterra
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Posted - 2006.11.22 11:44:00 -
[15]
Originally by: Udyr Vulpayne
Originally by: Tuxford cap charges have been decreased in volume by 30% which means you can carry about 42.9% more charges. Ammo was decreased by 50% which means you can carry 100% more ammo.
i have a few questions for you:
- do you aknowledge that ships that use cap to fire their guns (lasers/hybrids) will be at a greater risk to run out of cap the longer the battle takes and that this is done by the hp-boost?
- if yes, then do you aknowledge that laser/hybrid ships get a disadvantage from this hp-boost?
- if yes, then why did you increase cap equally across all ships instead of giving those ships that really need it a bigger cap-boost?
- do you feel that every laser/hybrid ship needs to fit a cap-booster as a must have module?
- if yes, do you feel that amarrian laser-boats have enough midslots to do that?
Very well put and very good points. I'd also like to specifically point out that ships that don't need cap for their weapons like the Hurricane, Drake, Rokh, Raven, Maelstrom, etc. have a tremendous amount of cap to use for tanking when compared to the other ships. Couple that with the fitting of cap boosters for those ships as well and you have some pretty increadable tanks, and 100% of your cap is going to your tank.
The tanking efficiency with respect to cap and the amount of damage tanked when combined with the total DPS output of these ships is better than that of ships like the Hyperion/Abaddon etc. in that they don't have enough combined DPS/repair efficiency per unit of cap used to compete with the other ships that don't use any cap for their weapons.
This is of course excluding Nos, and Nos will even further skew the results in favor of the non-cap weapon ships due to the fact that the cap using ships are so sensitive to cap drain rate. While the cap change has helped the blaster/laser ships somewhat, it has also created a lot of other problems with regard to increasing the other ships tanking abilities and endurance too much.
As it is now, the only good way to fight is to use 3+ ships against a single target to overwhelm it's tank and completely remove cap regen and total amount from the equation due to the fact that total tank strength is the factor and not how much cap you have. So essentially the change is promoting 'blob' tactics. Once people get used to this concept, fights won't be lasting any longer than they already do. When me and my buddies (three of us) were in FFA the other day, we'd warp in, kill someone, then warp out to a staging point, and set up for another kill. Wash, rinse, repeat.
As long as we stuck to the plan, we killed ship after ship with zero harm to ourselves. After killing a dozen or so battleships in a row we had a few guys warp in on us, get us tangled up and everyone died due to overwhelming numbers and concentrated use of Nos (like Abaddons with 6 to 8 heavy nos each).
When we engaged our targets properly, fights didn't last any longer than they do now: just a few minutes at most, with the majority lasting only a minute or less. Players will always try and reduce the fight time as much as possible. All that has been done at this point is remove the capability from the solo player.
Because I said so...
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Bombcrater
DAB RAZOR Alliance
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Posted - 2006.11.22 11:49:00 -
[16]
Originally by: Ather Ialeas Indeed, the only niche smartbombs currently do seem to be nerfed to oblivion in Revelations at the moment.
Next to stealth bombers smartbombs are the one thing in Kali that most urgently needs a boost. The HP change means going from 1m ISK named bombs to 500m+ officer ones just to keep the same damage output, which is plain madness. No other weapon system is getting that badly nerfed.
Smartbombs need more damage output and also a range bonus to improve their general usefulness. I'd personally like to see a skill that gives a 10% range & damage bonus per level,and a specialisation skill for a further 5% damage bonus. |

inSpirAcy
The Solopwnmobiles
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Posted - 2006.11.22 12:21:00 -
[17]
Originally by: Udyr Vulpayne - do you feel that every laser/hybrid ship needs to fit a cap-booster as a must have module?
Udyr, you're a very smart man. You've just brought up every capacitor concern I've had with this HP boost.
And this point in particular is weighing on my mind. Since when did cap boosters become an absolutely essential part of EVE combat? And did anyone ever want it that way?
(Because I don't know about you, but when I go out with a cargo load of cap boosters that usually means one single fight before returning to the ammo can - that's just not fun.)
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Joshua Foiritain
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2006.11.22 12:29:00 -
[18]
Edited by: Joshua Foiritain on 22/11/2006 12:40:26
Originally by: keepiru There probably is one, and it will most definitely die to a setup that does have an injector 
Well if i can find a setup that can outlast the booster charges on the injector setup then it should win, assuming it could keep up with the incoming damage but it would need to be able to run dual large reps for a long time for that.
I guess well see most hyperions running around with 4x electron II's and 4x Nosf on TQ 
On an unrelated note, i think all weapons in eve should use cap. That or Gallente/Amarr need a bigger cap boost then minmatar and Caldari.
Or a random idea for cap boosters: Instead of injecting bits of cap every cycle it would get give a major boost to cap recharge rate while its running. This cycle (Say 5ish minutes) uses up a single booster charge and has a 5 minute cooldown. (Maybe even add penalties while its on cooldown?)
The result? Well cap booster ships could basicaly go into "GO TO ELEVEN" mode for 5 minutes, after this the next 5 minutes it'll be as combat capable as a wet towel due to having no cap recharge/even worse cap recharge rate then normal.
How much cap would this booster provide? About the same/a bit more as the current cap booster except it comes in the form of a higher recharge rate. In the case of a mega/hype one could carry about 20ish charges + ammo, which allows it to fight 20ish fights before running out charges, it does however guarantee that if you make it through the first 5 minutes of fighting a blasterthron, you will win because the blasterthron will run out cap shortly after the 5 minutes are over. -----
[Coreli Corporation Mainframe] |

Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2006.11.22 12:41:00 -
[19]
Originally by: Tuxford Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again.
As a drone user, I'd love to see it fixed. Its an irritating, exploity, and most un-droney tactic (the redeploy recharge one) which could do with removing, so drones being used as they're meant to can get balanced properly.
I see a few options.
1) Make it so Shields don't automatically repair when drones are scooped. Make it so their recharge rate still applies, and their shields recharge at the same rate in the bay as they do out.
2) Make the Shield Rep thing an option that you turn on, and it uses up Cap from your ship, or even drains your own shields.
3) Add a relaunch timer, so your drones can be scooped and relaunched in quick succesion. Make it so that, once you've scooped a drone, you can't relaunch it for 15 seconds or so. If you do desperatly want to recall a drone to save it, you lose big DPS. -----------------------------------------------
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Jim McGregor
Caldari
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Posted - 2006.11.22 12:50:00 -
[20]
Originally by: Tuxford
Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again.
To be honest, I think you should fix that. Not sure if its intended that players can scoop/deploy them constantly during a battle? Whats the drawback? Nothing. Whats the gain? Drones that never die. You know, if you do this for ECM drones, they will keep the other guy constantly jammed from what I hear. Pretty lame.
--- Eve Wiki | Eve Tribune | Eve Pirate |
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Monkar
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Posted - 2006.11.22 13:00:00 -
[21]
Originally by: Jim McGregor
Originally by: Tuxford
Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again.
To be honest, I think you should fix that. Not sure if its intended that players can scoop/deploy them constantly during a battle? Whats the drawback? Nothing. Whats the gain? Drones that never die. You know, if you do this for ECM drones, they will keep the other guy constantly jammed from what I hear. Pretty lame.
You do know that only combat drones MWD back to the ship to scoop.
Anyone arguing that you can excerise such control over drones in combat simply hasn't been using em a lot.
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Mirasta
Caldari Enigma Enterprises Veritas Immortalis
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Posted - 2006.11.22 13:07:00 -
[22]
Originally by: Joshua Foiritain Edited by: Joshua Foiritain on 22/11/2006 12:40:26
Originally by: keepiru There probably is one, and it will most definitely die to a setup that does have an injector 
Well if i can find a setup that can outlast the booster charges on the injector setup then it should win, assuming it could keep up with the incoming damage but it would need to be able to run dual large reps for a long time for that.
I guess well see most hyperions running around with 4x electron II's and 4x Nosf on TQ 
On an unrelated note, i think all weapons in eve should use cap. That or Gallente/Amarr need a bigger cap boost then minmatar and Caldari.
Or a random idea for cap boosters: Instead of injecting bits of cap every cycle it would get give a major boost to cap recharge rate while its running. This cycle (Say 5ish minutes) uses up a single booster charge and has a 5 minute cooldown. (Maybe even add penalties while its on cooldown?)
The result? Well cap booster ships could basicaly go into "GO TO ELEVEN" mode for 5 minutes, after this the next 5 minutes it'll be as combat capable as a wet towel due to having no cap recharge/even worse cap recharge rate then normal.
How much cap would this booster provide? About the same/a bit more as the current cap booster except it comes in the form of a higher recharge rate. In the case of a mega/hype one could carry about 20ish charges + ammo, which allows it to fight 20ish fights before running out charges, it does however guarantee that if you make it through the first 5 minutes of fighting a blasterthron, you will win because the blasterthron will run out cap shortly after the 5 minutes are over.
Setups that lean towards sustainability really need a boost, Atm the with the biggest cargo hold wins. especially on SISI where the HP boost really highlights a problem that all vivable PVP setups rely on a cap injector.
Your change to to the cap injector would work but i fear it would be radical for the up comeing deployment of kali as capcharges work as they should but for too long. I would like to see a reactor overload module for sheild and cap, The cap version would do the same as you described, give a massive boost in recharge and then after a ceartin time it would kill the cap regen as the reactor has to cool down. A sheild one would function much the same and boost regen for a period then kill it for a period. With this Cap booster charge size was brought back up to a decent size.
That would mean neither methods are sustainable, both would be good in diffrent situations. And of couse, you still have the option for a passive cap regen.
Of couse, You are now reading my sig. |

Ithildin
Gallente The Corporation The Corporation Alliance
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Posted - 2006.11.22 13:41:00 -
[23]
Originally by: Tuxford cap charges have been decreased in volume by 30% which means you can carry about 42.9% more charges. Ammo was decreased by 50% which means you can carry 100% more ammo.
Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again.
The question begs asking: why haven't you fixed so that stations and ship and so on does NOT recharge shields?
It's not like it has any huge effect on the game except in two cases: 1. Drone scoop-release 2. Undock-dock-undock-dock-undock-dock-etc games
Both of which are lame and ruinous for game play. Especially the latter. If we want our shield full, we can find a quite spot and recharge them - or use a shield booster - or use station repair and pay for it.
So get fixing!
P.S. Can we please get to see drone health when they are in drone bay and un-stacked? - EVE is sick. |

Aion Amarra
Minmatar Sebiestor tribe
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Posted - 2006.11.22 15:58:00 -
[24]
Originally by: Aion Amarra If you do not want to buff the drone scoop/shield repair tactic, then just add the bonus to the shield to the armor instead. It's not like there are any drones with a viable passive shieldtank. =P
Example: Drone A normally has 100 Shields and 200 Armor. We want to increase the HP by 50%. Drone A now has 100 Shields and 300 armor (200 + 100 (50% of Armor) + 50 (50% of Shield)).
Not exactly difficult.
Quoting myself because everyone appears to have missed my post? Evil! People keep discussing the topic, but totally say nothing about what I suggested. If there's something wrong with this idea at least say so. =/ ________ Capitalization is the difference between "I helped my uncle Jack off his horse." and "I helped my uncle jack off his horse."
Help the horses, make proper use of that shift button. |

Yamaeda
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Posted - 2006.11.22 16:18:00 -
[25]
Originally by: Joshua Foiritain On an unrelated note, i think all weapons in eve should use cap. That or Gallente/Amarr need a bigger cap boost then minmatar and Caldari.
Agreed, it's not very hard to come up with a game world description as to _why_ they use cap, primarily the reloading mechanism of missiles and big turrets (or chain feeding mechanism on AC's) need cap to function.
Unless cap is worthless, infinate damage/cap is unbalanced.
/Y ---------- It's great being Amarr, ain't it? |

inSpirAcy
The Solopwnmobiles
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Posted - 2006.11.22 16:30:00 -
[26]
Originally by: Yamaeda Agreed, it's not very hard to come up with a game world description as to _why_ they use cap, primarily the reloading mechanism of missiles and big turrets (or chain feeding mechanism on AC's) need cap to function.
I'm happy for cap-using and capless weapons to exist, it adds a nice bit of diversity to the game. I'm even happy that Amarr and Gallente are the ones with cap-using weapons (Minmatar needed capless weapons and got it, and most pilots still hugely underplay that advantage).
What I'm unhappy about is those ships being practically unusable without cap injectors. For Gallente I've always accepted it as they had the slot layout to compensate, though there are clearly new problems for them with the HP change. For Amarr I can't, most ships just don't have the spare midslots for an injector.
Give them heavier cap endurance, make it their "thing". The Apoc has a (small) cap bonus, as does the Vengeance. Either heavily amplify the bonuses or break them away with the base stats. It even helps the other races a little as they can feed their own tanks with nos. 
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Soulita
Gallente Inner Core
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Posted - 2006.11.22 16:38:00 -
[27]
Edited by: Soulita on 22/11/2006 16:50:42 Edited by: Soulita on 22/11/2006 16:47:46 Edited by: Soulita on 22/11/2006 16:45:37
Originally by: Tuxford ...Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again.
At the moment recalling drones and relaunching them is the only way of keeping them alive - for some time - in long fights. Before the ship HP increase fights were so short that direct webbing/shooting of drones was very rare since the ship would be popped before being able to destroy the drones.
The recalling and relaunching of drones is a very click intensitive action that distracts from other vital activities. In order to be able to recall drones quickly enough the drone menu needs to be open with the mouse hovering over the 'return to ship' option. As soon as a drone comes under attack it needs to be recalled immediatly otherwise it will blow up. Usually even when recalling the drones perfectly in time they will take some armor damage, so that will stay after releasing them again.
In many of the long fights I had in Kali, I lost most or all of my drones before the end of the fight.
Summing it up:
1) Due to the longer nature of fights drones are now more of a direct target.
2) Retracting drones once under attack does not save them in the long run since they take armor/hull damage which adds up pretty quickly. (Also webbers can be used on drones under attack - making recalling them in time impossible)
In my opinion a HP boost to drones would make sense. Even with a HP boost they will still be popped more often then was pre-Kali due to them now being a usefull target due to the longer fights, whereas before they were rarely attacked directly at all.
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Kirov VIII
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Posted - 2006.11.22 17:12:00 -
[28]
And for amarr you make ??? (Nothing ...)
Ammo decrease capacity = more charge in the gun = more damage => LASER damage increase !!! Most ship amarr was out of cap before have kill the another ship ! Little damage, high rof, high cap use and more HP !
You increase the problem with amarr and pretty bad laser, thx for your help !
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murder one
Gallente CRICE Corporation Lotka Volterra
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Posted - 2006.11.22 21:58:00 -
[29]
Originally by: Patch86
Originally by: Tuxford Drones is debatable. If they get too high hitpoints I'm afraid it will simply just be too easy to recall them, insta repair the shield and launch them again.
As a drone user, I'd love to see it fixed. Its an irritating, exploity, and most un-droney tactic (the redeploy recharge one) which could do with removing, so drones being used as they're meant to can get balanced properly.
I see a few options.
1) Make it so Shields don't automatically repair when drones are scooped. Make it so their recharge rate still applies, and their shields recharge at the same rate in the bay as they do out.
2) Make the Shield Rep thing an option that you turn on, and it uses up Cap from your ship, or even drains your own shields.
3) Add a relaunch timer, so your drones can be scooped and relaunched in quick succesion. Make it so that, once you've scooped a drone, you can't relaunch it for 15 seconds or so. If you do desperatly want to recall a drone to save it, you lose big DPS.
You're already losing a ton of DPS having to wait for the drones to return and then dock and then deploy and then return to engage. We don't need additional timers.
Because I said so...
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Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2006.11.22 22:11:00 -
[30]
Originally by: murder one
You're already losing a ton of DPS having to wait for the drones to return and then dock and then deploy and then return to engage. We don't need additional timers.
Well, IMO, the scoop / redeploy tactic shouldn't be possible or neccessary.
Drones need an HP / sig rad improvement (same thing) to make them harder to kill. If the only reason that we can't have that is because it'll make it easier to use some lame tactic like this, I'd prefer the boost plus lame tactic removed, not lame tactic left in and boost ignored.
If you shouldn't be scooping and redepploying mid battle for free invincible drones anyway, a small timer to stop that being possible can't hurt.
And its fairly balanced, too- think of it as the equivalent time that turrets tak to reload their gun with a new ammo type, should they want to switch ammos. Add the fluff that "the drone bay is busy with redock procedure, please wait for clearance to launch", and you're set. -----------------------------------------------
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