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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.
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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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:
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On 2005-08-11 16:24, Bobamelius wrote:
Unfortunately, that would be incredibly hard and time consuming for one person to do...
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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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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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