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[FAQ
Forum Index » » English (General) » » You know what would be awesome?
 Author You know what would be awesome?
Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2005-08-10 18:23   
Separating slot types for Missiles, Torps, Beams and Cannons.

I really have no earthly idea why this was overlooked (again)

What do you call it when a Missile Dread armed with torpedoes instead of missiles kills a station in less than 30 seconds? I call it unbalanced.

[ This Message was edited by: Bobamelius on 2005-08-10 23:05 ]
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The Anarchist
Grand Admiral

Joined: January 09, 2005
Posts: 83
Posted: 2005-08-10 18:54   
But but...That would be boring!
In my eyes, just nerf the p cannons and amount of bombs the icc dread can hold and were all better off
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2005-08-10 19:13   
soo.. back to the old system, you say?

I'm assuming you're angry at escort ships.

And if you noted the last post by Faustito ("I'm NOT removing modding"), Tael said he would be working on reclassifying all the gadgets and putting them in more restrictive slots such as you suggest. He also said it'd take at least a month.
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-08-10 19:15   

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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-08-10 21:10   
I'm all for making beams and cannons different, I really don't see why they're the same ATM...all it does is make picket ships worthless, and it makes no sense in Role-playing, I mean, what kinda sick engineer takes what amounts to a torpedo tube in the ship and makes it into a laser? The missiles and torps would be...different...it would certainly solve the 20 torp MD's but would also cut down on variaty quite a bit, I mean, what would you mod without those...railguns for particle?. And what would sabots be, missiles or torps? Perhaps if missiles could function at close range better...but all in all I'm all for this...

/signed
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Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2005-08-11 10:26   
The thing is that DarkSpace not puts in place mass / tonnage / size

Imagine that some heavy torpedo will eat 4 times size of normal railgun ...
light torpedo only twice

missiles similar etc ...

not to mention ammo storage space and so on ...


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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-08-11 10:32   
The problem is mainly the BD for all its cannons, although its not an instant death dread like the torp dread.
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Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2005-08-11 11:58   
I think Dwarden hit on somthing here that id really like to see put into DS. Mass/Tonage/Size.

On the Topic of Missles... what is the advantage of Missle over a Torp? Less accuracy & 1500gu? All the MD has really been for the past few years is ICC ship that has tactics deeply routed in the Kluth philosophy of Hit and run. Thats not to say that this is the only ship that needs a new modding system behind it.

overall we are All doing alot better than in the past..

so Gods speed to Tael!
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2005-08-11 16:24   
I wish UGTO had a ship that could kill anything in <30 seconds.

Anyway... I believe that modding needs to be totally revamped from the ground up. As Dwarden said, elements of tonnage would be extremely helpful.

Unfortunately, that would be incredibly hard and time consuming for one person to do...
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2005-08-11 16:32   
Quote:

On 2005-08-11 16:24, Bobamelius wrote:

Unfortunately, that would be incredibly hard and time consuming for one person to do...





a lot of players who would be willing to bang there heads together to make up stuff and see if it 'balances'. (I know I would love to)


or maybe we just need more dev's ;P
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Tiffy Rando
Grand Admiral

Joined: January 19, 2003
Posts: 354
From: Austin, Texas
Posted: 2005-08-11 16:37   
It's not hard really.

for starters, remember, that torpedoes and missiles and in fact all gadgets, in the next patch will be restricted to a predetermined level.

So if you swap out a level 4 IT missile, for a torp it's automatically a lvl4 torp, and you CANNOT change that.

So in teh future, an MD with 20 torps... sure! but they won't be 20 lvl 10 torps, so no worries.

As for fixing missiles? duh that's easy, make the missile try to intercept the target, the way that cannons and torps are set to do rather than having the missile try and follow the target.


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Flagship: MCC-717: C.S.S Antaeus

Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2005-08-11 16:54   
Hmmm... really have to think about this one....
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