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is 484's new modding system really nessessary? |
GothThug {C?} Fleet Admiral
Joined: June 29, 2005 Posts: 2932
| Posted: 2006-10-23 22:43  
i'd rather the current modding system stay minus the upgrading, i mean using each others factions tech is what makes this game unique and if you take that uniqueness away then its just another ordinary game -.- keep modding like it is please and do NOT restrict the modding
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Supertrooper Marshal Pitch Black
Joined: March 18, 2004 Posts: 1895 From: Maryland, U.S.A
| Posted: 2006-10-23 22:54  
I want less item slots on ships, armor and hull made to fit that.. I'm just a cook.
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-10-24 16:04  
You all seem to think we're taking away modding...
We're not - you're still going to be able to swap out beams for other beams, and cannons for other cannons. It never made sense ot be able to swap beams with cannons, or IT missiles with torpedo's (they use a completly different launch system).
Removing that type of modding allows us to control the ship layouts easier, and allow us to ballance the game with much more ease. It also allows us to lock the ship types in their rolls. What's the bloody point in a Torp Cruiser if a Missile Cruiser can equip more torps, has more energy, more slots, and the same armor - but different arcs? With this modding system, we can get rid of that nonsense, and lock that kind of thing out (ED/PD's with cannons, MDread with torps, Mandable with all cannons...).
We're not removing modding, we're just restricting it down to faction only, and getting rid of the multiple slot usage. We'll then revise ship layouts - give them a use straight from the word go (without need for modding).
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GothThug {C?} Fleet Admiral
Joined: June 29, 2005 Posts: 2932
| Posted: 2006-11-04 08:08  
if your gonna restrict modding, make DAMN sure you beef up kluth defenses on ships and make SOME not all SOME weapons on the kluth ships full slots, there is no use in someone getting behind you and alphaing you to 60% hull and lower, also beef up the siphon with 8 more Aux Gens, that way you wont run out of power when the SI is used, and give it some cannons that way you have both long and short range weaponry, the mandy needs the same too, Ganglia needs the same, EAD, BD, and Aggie needs the same, The AD, Combat Dread, and the missle dread need more Arcs, just firing Forwards is a bit annoyhing and depressing when the enemy gets behind you and its FRUSTRATING too get a line of site firing position, whatever, just beef up all defenses and this game will be very fun
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-11-04 12:01  
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On 2006-11-04 08:08, GothThug {C?} wrote:
if your gonna restrict modding, make DAMN sure you beef up kluth defenses on ships and make SOME not all SOME weapons on the kluth ships full slots, there is no use in someone getting behind you and alphaing you to 60% hull and lower, also beef up the siphon with 8 more Aux Gens, that way you wont run out of power when the SI is used, and give it some cannons that way you have both long and short range weaponry, the mandy needs the same too, Ganglia needs the same, EAD, BD, and Aggie needs the same, The AD, Combat Dread, and the missle dread need more Arcs, just firing Forwards is a bit annoyhing and depressing when the enemy gets behind you and its FRUSTRATING too get a line of site firing position, whatever, just beef up all defenses and this game will be very fun
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No.
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Leonide Grand Admiral Templar Knights
Joined: October 01, 2005 Posts: 1553 From: Newport News, Virginia
| Posted: 2006-11-04 12:06  
goth, the SI is being removed from the Siphon, as is the QST from the EAD, and the IC from the AD.
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Ospolos Grand Admiral
Joined: January 31, 2004 Posts: 567 From: ON, CANADA
| Posted: 2006-11-04 18:50  
Dreads need small escorty ships for that reason, period.
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2006-11-07 11:44  
goth, we are keeping skill in the game, thank you very much for your interest tough
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2006-11-13 05:35  
K'Luth ships may be getting another type of "Carapace" armor which is stronger vs. particle weapons and has no self regeneration (similar to UGTO ablative), although it is just an idea at this moment in time.
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2006-11-14 16:16  
I just realized something. If the k'luth cannot switch beams for weapons, and, say, a UGTO ship KNOWS they are going into K'luth space, fighting a race that heavily uses beam weapons.....what going to stop them from putting on reflective armor and creating an "Imbalance" from this? I mean, then the k'luth are screwed, because they can't switch out their beams to torps, and now have to put up with a fleet that is 100% engingeered to beat them.
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2006-11-15 03:04  
i think you mean they cant switch out their beams for cannons, and not beams for torps.
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-11-15 10:50  
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On 2006-11-14 16:16, &Fattierob (x2 Memory Allocation) wrote:
I just realized something. If the k'luth cannot switch beams for weapons, and, say, a UGTO ship KNOWS they are going into K'luth space, fighting a race that heavily uses beam weapons.....what going to stop them from putting on reflective armor and creating an "Imbalance" from this? I mean, then the k'luth are screwed, because they can't switch out their beams to torps, and now have to put up with a fleet that is 100% engingeered to beat them.
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Kluth have more torps than any other race. Remember, whilst you're taking 25% less damage from the beams, you're taking 25% more from the torps.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2006-11-15 14:57  
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On 2006-11-15 10:50, BackSlash *Jack* wrote:
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On 2006-11-14 16:16, &Fattierob (x2 Memory Allocation) wrote:
I just realized something. If the k'luth cannot switch beams for weapons, and, say, a UGTO ship KNOWS they are going into K'luth space, fighting a race that heavily uses beam weapons.....what going to stop them from putting on reflective armor and creating an "Imbalance" from this? I mean, then the k'luth are screwed, because they can't switch out their beams to torps, and now have to put up with a fleet that is 100% engingeered to beat them.
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Kluth have more torps than any other race. Remember, whilst you're taking 25% less damage from the beams, you're taking 25% more from the torps.
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they do? I seem to remember ships (cruisers) being disruptor heavy. Maybe i'm thinking too far back (.480)
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GothThug {C?} Fleet Admiral
Joined: June 29, 2005 Posts: 2932
| Posted: 2006-11-21 05:05  
the Scale is disrupter heavy, and has 3 Torps and 4 Shredder missles currently, if anything it needs more cannon slots less beams -.- and more torp slots -.-
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A Troll =SSC= Cadet
Joined: August 15, 2002 Posts: 302 From: New Orleans,Louisiana
| Posted: 2007-01-06 19:37  
How about this.Give each side its specialty.And i mean more than just play style.Change the weapons that are faction only to show a sorta combat philosiphy that is shown in their weapons.Planetside's 3 empires weapons and vehicles have this down pat.TR philosiphy is More lead the better which translates into high rate of fire for their weapons in exchange for power NC going for as much power as possible which translates to slower but the heaviest hitting weapons and the VS go for versatility with exotic weapons etc.
Just a example.And maybe implementing a system like that with weapons design would be a good thing for this game *even though im kinda like ripping the idea from another game i played*
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