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February 17, 2013 at 11:22 pm #21034
Fixing the “Your damages a mob” when you hit something unarmed and changing it to a more appropriate “your punch” or something similar.
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February 18, 2013 at 8:55 pm #21041
Have roster output to a message disk or to a held datapad. Tired of getting dc’d while doing this and having it finish while I’m LD and have to do it all over again when I reconnect.
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February 19, 2013 at 12:11 am #21042
Decrease secure/slice mastery time by 25-30%. It should take a long time, but over 100 hours is pretty ridiculous.
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February 19, 2013 at 12:57 am #21043
Yes! Either decrease slice/secure time or make it a bottable action. Who is actually going to dedicate 100 hours of their life to sitting in front of their computer watching triggers slice and secure constantly.
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February 19, 2013 at 1:46 am #21044
Just for comparison’s sake, I don’t know the exact number of hours, but it took me about 8 days to adept slice/secure before coprocessors and I definitely wasn’t spending 12 hours a day on it.
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February 19, 2013 at 10:41 am #21045
Make sneak a higher smuggling level. And make it so you can’t spam it to adept it. That’s dumb. I imagine someone just sneaking around a room by himself (comical, but not going to help). Instead make it so you have to sneak past people without being noticed to get percentages for it.
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February 19, 2013 at 12:21 pm #21046
Locateship – needs a beacon on a ship.
Makebeacon – level 90 espionage skill
plantbeacon – level 135 espionage skill. Plants a beacon on the ship. It cannot be reversed, but the ship can be located and pinged. Works on launched ships too. Ship security adds protection against it.
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February 19, 2013 at 1:45 pm #21048
I honestly think slice/secure is fine where it’s at(Honestly, it’s not that hard. I think it should be harder. People should have to WORK HARD for a delta encryption.) I like the idea of starfighters being important. Also sneak does need to be higher, and harder to adept. Just my thoughts. Glad you’re back, miros. 🙂
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February 19, 2013 at 6:47 pm #21053
Another thing that would be cool, but is less important, would be for characters who are unable to wear boots (such as hutt and sluissi) to have a piece of gear that they can wear to compensate for the characters that are able to wear boots.
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February 20, 2013 at 1:52 am #21054
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February 24, 2013 at 11:21 am #21082
Navigator feat – Adds 30 to your ship’s hyperdrive, as it says in the helpfile, and I’m inclined to believe it. If you don’t, launch a ship, see how much fuel you use for a jump. Land, remove 30 of your hyperdrive. Repeat. You’ll notice a huge chunk of your fuel just got prioritized.
Starfighters don’t need an escape pod. That’s why they have eject. If you’re worried about blockades, have the fight engage at 5k or something. Eject has a ridiculous range that owns blockade range.
The problem with making corvettes/gunships countering starfighters is that starfighters are way more devastating than either because of the “Mass numbers trumps all” system that space has going for it. A swarm of starfighters are easier to carry in a bay, therefore making them more damaging. The amount of corvettes/Gunships you’d need to effectively counter starfighters is too high to realistically expect anyone to have them.
Sure, you can increase the bay size, but then people are just going to carry more starfighters. It starts snowballing out of control there.
I’d say take away autopilot 100% accuracy, make turrets not 100% accurate and tone down their damage, but Cappie turrets should still be able to handle starfighters. This encourages having more people manning capital ships, since one cannot fly the ship and turret at the same time. Want to get rid of the starfighters quicker? Man more people on turrets. It’s kind of the whole point of a turret, to handle the things too small for your main weaponry to hit. Even the cannon supports this. Fielding your own squadrons also counters enemy squadrons, but then we run into a whole mass of ship spam that tends to destroy everyone’s clients.
Another point to consider when redoing starfighters, there’s a reason that starfighters should be easy to kill. They’re an amazing DPS machine for a fleet. I think the last time I tested it, 12 starfighters using LASERS were taking 20% off of shields every volley, which occurs every 10 seconds or so. That’s not including their projectiles, or god forbid someone uses ions first. Fighting against squadrons is a nightmare. If both sides are using squadrons, it’s just a matter of who has the more clever method of deploying them. (Hurr hurr I put 200 starfighters INSIDE my fleet, deal with that). Anyone who knows space will agree that squadrons are your effective fleet destroyers. You don’t rely on cappies to do the damage. You use your cappies to protect the starfighters so THEY can do the damage.
If you really want to make starfighters a more player-friendly environment in terms of being manned, either reduce the ability to field dozens of them, or severely nerf their damage capability.
Totally agree that starfighters should be able to hold their own squadron like they did way back. They saw plenty of use back then like this, and is still my most memorable space moment for myself.
[Edit] Didn’t see page 2, looks like I’m a bit behind, but there’s my two cents on starfighters.
[Edit2] Add shipdodge to the turret equation. This allows for unmanned starfighters to get reamed, and manned starfighters to safely(arguably) do what they want. Therefore if you want to fuck someone up, you’ll need 12 people committed to flying a starfighter.
[Edit3] On a roll here, starfighters should not be able to be anywhere but the outside slot of a cappie’s BG formation.
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February 26, 2013 at 2:19 pm #21096
Yea.. the way with hyperspeed being higher lowering fuel usage is a bit stupid. They should make it so that a two identical ships besides the fact that one has hyperspeed 50 and the other has 100 should use the same ammount of fuel to get from point A to B with both having their shields off. The slower ship should take twice the time, not twice the time and twice the fuel. In turn the Navigator feat could keep the +30 hyperspeed, but it would mean that it simply reaches its destination faster.
As for squadrons, adding the ability to create a squadron just about anywhere would be nice. For example:
Your clan is the Naboo Royal Family, you have no blueprints for cappies, but you do have blueprints for N1 starfighters. So what do you do, you place 21 fighters in your royal palace hangar, and form a squadron of them named Gold 1 – 21. The lead vessel from which the squadron is controlled; gold 1, is in a central position AND impervious to tractorbeams. This ship HAS to be manned in order to control the squadron, you cannot simply autolaunch it or anything and expect it to win. The other 20 fighters are in outer position and follow it around when not in combat. Now when combat comes, its where it gets interesting. Instead of the old seperate targetting of single fighters, you should be able to target an enemy squadron. like your squad is named ‘gold squadron’, the enemy is ‘green squadron’, you should be able to input: squadron all target green’ and instead of targeting a ship like Green 5, they look at the entire enemy squadron and target a ship besides the lead ship at random and start fighting. Ofcourse for cap battlegroups you would have to select the ship instead. A last thing, just to avoid sheer annoyance, the ability to send the entire squadron to hyperspace while they are still clumped up. Ofcourse you cannot make them jump to hyperspace when a vessel not in the squadron is nearby; you need to be clear of cappies, taxi’s, freighters etc.
Just my little idea.
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February 26, 2013 at 2:38 pm #21097
Hyperspace is dependent on a distance. If you get there faster, it’s because you chose a route that was shorter. Think the Kessel Run. Han ran it in however many parsecs. That’s not a speed, although it could be indicative of speed, it’s a distance. He ran the run in the shortest distance. If I have 50 hyperspeed and you have 100, it only makes sense for me to not only take twice as long, but more fuel because I am going a longer route.
As far as making the lead starfighter unable to be targeted by tractor beams in any shape or fashion is about as silly as BG’s ultimate protection ability to ships not in the outer formation. At the very least, it should be difficult to land a lock. Perhaps make it so you can roll out of a lock, or something as far as a way to get out of it. Making you absolutely invulnerable is not the right choice there, as much as I can see the point in doing so. Twenty fighters in a squadron is also way too ridiculously many.
I do like the idea of grouping squadrons though in some way, if its done in a way to reduce spam.
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