
CrestoftheStars
Recreation Of The World
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Posted - 2008.05.23 10:07:00 -
[1]
Originally by: Reem Fairchild
Originally by: Derrys Edited by: Derrys on 02/04/2008 19:05:13
Originally by: Corstaad Your overveiw looks like that because a roving gang is fun. Lets nerf fun and be done with it.
The fact that there's only a couple viable types of roving gang is strong evidence of the problem I'm talking about.
If the only way to have fun is to fly a Vagabond, Ishtar, or Rapier, then don't you agree there's something wrong with the rest of the ships?
Why should anything but fast ships be viable for roaming gangs? The whole concept of small raiding forces implies fast ships (or stealthy cloakers), not big honking battleships.
problem is not fast ships.. but super fast sips that makes you 100% immune to any weapon type that should be able to hit you without problem(med wep=cruisers) and makes you immune to all kinds of "scrambling" which makes you invulnerable.
i have no problem with fast ships, i have a problem with the way the % increase in your speed works, in all the stacking penalty is the most absurd way of fixing some one, since it is saying 4 modules is the MAX you can get anything out of, while the exsponential increase is even worse, saying after 5 modules+ the mwd gives 10 times more bunos then it should and each other module give 100-250% more then it normally should..
if they just put it on the base of your ship after skills(maybe even implants) was applied there would be no exploiting of the mechanic, and the balance would be uphold (they have balanced all modules with the thought that they are balanced as single mods, but not thought about what happens when they over stack and procentage each others up..)
just setting it on basic would fix ALL the problem we have seen up untill now (or all the mod problem, nano, heatsink, double mwd, etc etc) and it would still you it to be YOUR choice if you wanted a extra 500% speed on your base and lose a extra 25% of your base capacitor (which mean you would get a in all 1000% increase in speed on your base, a ship moving 100m/s would then move a whole 1000 m/s, wee not really a balance problem and it would have a signature of 1000% more then it have (100 times more that is for those of you not as strong in %) and it would only have 50% cap left.. you could even put 3 of these on letting you stand with only 25% cap 150 times more speed then your basic and 150 times more signature (which would STILL be balanced).
so all these problems comes down to the mechanic of the calculations which i really don't see why the devs haven't figured it out yet and altered it and then letting US decide if we want to trade 25% cap, 500%+ signature for 500%+speed, instead of as it is now 25% cap, 500%+ signature but for 5.000%+speed (which isn't even a validated quetion of trading anymore, and it totally removes the balance in gain/loss)
so to the devs please PLEASE!!! althor the mechanic to be on the base of the ships attributes instead of on the active.. PLEASE (except on resistance, since it is a increasing to 100% which means that it needs to be calculated on active because it is a maxed roff and it is in %) ___________________________________________ Whoever appeals to the law against his fellow man is either a fool or a coward. Whoever cannot take care of himself without that law is both. For a wounded |