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[FAQ
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 Author hit ratio's
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2007-06-05 17:40   
Was wondering, i remember in the past that there were plans to implement hit ratió's for the lasers.

the basic idea was if you target a big ship your more likely to hit it than when you try to kill a scout with a Heavy chem.

is this still in the works or not?

[ This Message was edited by: Axianda on 2007-06-05 17:44 ]
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- Axi

Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2007-06-05 18:58   
Well, considering the only way a dread can kill a scout is if the scout gets within beam range..

I was always thinking of this as well, but for some reason I never opened my mouth about it.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-06-05 19:45   
There was talk about it, but then we realised a small ship would have to get within beam range, and when you're a new player, sometimes you just have to learn the hard way.

It doesn't add anything to the game, and it's far easier to balance such things out via other methods.

[ This Message was edited by: BackSlash *Jack* on 2007-06-05 19:46 ]
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2007-06-07 12:09   
Implementing any hit ratios takes a large part of the skill out of the game. It no longer becomes about your personal skill at dodging weapon fire or getting within range, instead it's about luck of the dice rolls.

Do we really want DS to become another EvE?
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2007-06-07 16:32   
Quote:

On 2007-06-07 12:09, Drafell wrote:
Implementing any hit ratios takes a large part of the skill out of the game. It no longer becomes about your personal skill at dodging weapon fire or getting within range, instead it's about luck of the dice rolls.

Do we really want DS to become another EvE?




truth in that. ill grab the hardcopy of the idea and burn it..
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doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2007-06-07 18:10   
ooo dice rolls, that could be fun
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2007-06-08 08:04   
Well, cannons hit automatically unless the foe evades, so I don't see why it should be different for beams. The only difference is how one evades the different types of weapon.

Beams, you have to stay out of range and arc, cannons, you have to maintain a changing velocity. It's all in skill, technique, and the limitations of your machine rather than luck.
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[Darkspace Moderator] [Galactic Navy Fleet Officer]


Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2007-06-08 11:47   
Because Geja, beams are insta-hit weapons. Theres no way to 'dodge' it with skill in a game. It would only be able to be simulated through a randomized dice roll based on speed and that would therefore, take out the skill factor.





-Ent
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Captain Splendid
1st Rear Admiral

Joined: January 01, 2007
Posts: 119
Posted: 2007-06-08 14:24   
Beams are what stop smaller ships getting within 250gu of a dread (well, beams and flux). That's how I remember it. They're short range weapons anyway, so having them as instant-hits seems fine.
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2007-06-08 16:18   
Quote:

On 2007-06-08 11:47, Enterprise wrote:
...Theres no way to 'dodge' it with skill in a game...



Hmm. No, there's no way to dodge a beam. You evade beams, staying in a position where the enemy cannot hit you. Since firing a beam hits automatically, that means you have to prevent them from firing the weapon.

So, you stay out of range and/or arc. No arc, no range, no firing, no being hit by beams.
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[Darkspace Moderator] [Galactic Navy Fleet Officer]


doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2007-06-08 17:05   
well we could always force ppl to manually target beams to make full use out of them. Sort of have it put into the game that onced fire the beams longer track the opponent. The only way of hitting the full capacity of the beam is manually aim the beams and contunually adjusting the direction to hit the enemy. As a compensation to make beams effective, increase beam damage and possible beam thickness.
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2007-06-08 18:09   
Methinks that they're fine as they are. I'm not sure how many people will be able to fly their ships, aim their mice, hold down the manual target key, and press the "fire beams" button all at the same time.

Correct me if I'm wrong, but most beams are supposed to be good at hitting small, fast targets at close range. Having to manually aim them would make them good only against big, slow targets at close range.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2007-06-12 20:14   
Quote:

On 2007-06-08 11:47, Enterprise wrote:
Theres no way to 'dodge' it with skill in a game.
-Ent




What about a Barrel roll?

No, I'm serious.
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2007-06-13 01:12   
Wrong kind of lasers Robbeh. :/





-Ent
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DarkSpin
Captain
Sanity Assassins


Joined: August 03, 2005
Posts: 651
From: Somewhere in the USA
Posted: 2007-06-13 01:35   
lol
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