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VO 1.8.163

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Feb 13, 2011 Lord~spidey link
Thanks for taking the time to type out what's been nagging at me ever since we've had these stations.

anyways a quick and simple fix would be to tune the top speed of rags down to 180~190 makes plenty of sense since rags are bombers and as far as i know bombers have always been slow as hell in comparison to fighters/interceptors.

This would give a role to fighters/interceptors in station warfare, specially on the defense side of things where fighters/interceptors should have an equal or even greater role than just sitting in a taur doing boring as hell damage control.

*edit* this would make it a bit more skill oriented specially on the defensive side of things and makes alot of sense IMO. plus it still woudn't be 100% skill based like furballs and stuff so the people that strat is talking about would still have plenty of options that woudn't have to be PVP *repping bombin ect..*.

PS sorry if this is confusing but i'm le tired and quite caffeinated i'll go over this(and make an actual suggestion in the suggestion board) when I get some shut eye.
Feb 13, 2011 Maalik link
Was this ever implemented? Should the automated defenses be toned down in general? (Do we really want that missile turret? Should there be less than eight turrets total? Should turrets heal to 100% over 19 minutes instead of 9? I think we have been operating under the assumption the control transfers should be momentous but maybe control should fluctuate more easily and victory should come through attrition.)

I think the 200 m/s or slower infiturbo ships should all go 20 m/s slower but maybe I'm biased. :)

It would be nice if there was a way that we could limit manufacturing capabilities of stations for individual sets of owners so that there would be less incentive to form large unsporting alliances. Or if there was a way to make an absolute limit fair and functional. Or if there was a smallish limit to the number of keys on a keychain. Maybe someone can think of something workable along these lines...
Feb 13, 2011 PaKettle link
I would suggest that a temporary free version of the cappies be introduced that can be picked up at any station. This version would vanish after a week automatically. When the permanent cappies are introduce the free ones will simply be allowed to expire on thier own.

This would allow us to get a much better idea of the mechanics and make informed opinions before we have to become heavily invested in more permanent cappies.

It will also give the whiny pirates a chance to substantiate thier claims about how unfair VO is to them so they can go back to playing space quake....

Incarnate I can recommend a few good drugs to help ease the pain of having all your life energies drained by all the complaints your about to receive......For the day when you start to wonder why you didnt choose a stress free career in bomb disposal.
Feb 13, 2011 abortretryfail link
Ragnaroks are slow enough already, especially laden with heavy swarm launchers. With a decent interceptor like a hog2, IDF valk, or even a vult mk3, catching up to one to kill it is not a problem.

As for the station turrets, no they do not stay damaged until someone repairs them or they're destroyed. They all go back to 100% when the sector resets.

Soloing a conquerable station is something that takes hours of -constant- attacking. Even then, it can all be thrown out the window by a badly timed ion storm, or as has happened to me, a plugin crashing VO and having to log off and back in. If you stop for 5 minutes to go get a snack, you're back at square one.
Feb 13, 2011 Impavid link
Slowing rags down would make station defense even easier. Lower station automatic defenses so pilots have to actually work to defend them. It would balance the numbers game and reassert pilot skill as the determining factor in station conquest, as it should be.
Feb 14, 2011 Conflict Diamond link
Dear Incarnate,

To wait or not to wait? My answer is a question: Do you want capships to be present for the public Android release? If that will make things look cooler to the tablet crowd you are hoping to tap into, I say get them in game, imperfections and all, but give those of us who have played the manufacturing game as has been given us some incentive to build ships that are going to be quickly destroyed by live-testing. One option would be to allow a ship, once built to be "salvaged & repaired" after it is destroyed, at whatever price point you see fit. Another would be to credit our "hangar count" (or dry-dock count) once full implementation is achieved. I am not so impatient about having ORE's hard work destroyed by target-starved pirates, so waiting is just fine. For the uses I envisioned, I want shielded vessels. However, the longer we wait at a stagnant phase of the manufacturing tree, second guessing how many of what items will be needed in what system, the more chance latecomers to the manufacturing game have to catch up. This devalues the achievements of people who have played the game as it stands, and devalues the player-to-player sale price of large manufacturing projects like the Master Computers.

To the players debating over conquerable stations being the home of these manufacturing missions: Stop whining. I disagreed they should be there too, but I negotiated access where I could, solo'd the stations when I had to, made my stuff and got it out of the conquerable stations. If rats can't field a big enough force to build for themselves, then they should be examining the myriad of massive trade routes this mission tree has brought to their laps and start blocking supply routes, stealing components as they are transferred between stations, and soon to the new shipyards, and negotiating/coercing others to build for them. I can only assume the near non-existance of rats in the months & months I've been hauling 100's of xc loads to Bractus means they are playing alts that have current access to the stations, or are sitting in B-8 whining that nobody trades in grey. pfft!

If you are going to move the missions to nation space, or even to normal stations in grey, there should be some advantage to those who committed to the mission tree you implemented already. Just going by the description of the hive-based Master Computers being a circumvention of nation space regulations, they could yield either better stats or different ships than the standard nation version(s).

If you are ever going to make capships purchaseable, tie their availability to each shipyard station's hangar count, and make a optional mission that builds them for sale and rewards the player adequately for the credits, time, & risk it takes to build one. Even better: implement an auction house, and/or escrow system, so that individuals who don't want to do the arduous missions tree can contract with a manufacturing player, and that player can spend the time building in confidence that they will get paid.

Finally, as vo crafting grows even further, I would like to see "Manufacturing" as a 6th license. Every manufacturing mission, starting with purified water production and on, be given a minimum license level. Currently the capship component missions give no xp nor any reward save the "Soon(TM)" usefulness in the yet-to-be-seen phase of production.

I had always intended ORE would become a manufacturing support guild, as all missions to date had pretty healthy raw mineral components. I was a bit dismayed at the rather meager amounts of ore these new missions required (presumably to neuter the advantage veteran ore-hoarders would have?), so we embraced full component production, and of course will be building a ship the moment we can. We're just not eager to sacrifice it to "live-testing", but would happily participate in war games if we can get them back without starting from scratch.

Conflict Diamond, Commander [ORE]
Orbital Rock Extraction
Orion Research Engineering
Ornery Robot Exterminators
Feb 15, 2011 Pizzasgood link
Re live testing: Perhaps Inc could continue with releasing cappies early, but then make them easy to obtain on the test server. Then people could take them for a test drive there before they take the risk of flying them around on the real server.

Another option: Add a mission for border skirmishes that gives a player temporary control of a capship (with restrictions on where it can be flown - take it too far away from Deneb and you will be ejected or returned to your home station, and the capship will be flown away by AI, or perhaps simply /exploded as an anti-theft mechanism). This is in addition to letting us build our own as planned. Just gives people a way to test things without so much strain on their resources.
Feb 16, 2011 Phaserlight link
Everybody send some good vibes this way



Good luck devs! Vendetta Online is awesome! As a game it truly stands apart from the rest.