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Not really.
Vulture: 8K HP, high agility, 2S ports
Maurauder: 8k HP, very high agility, 2S ports and mines
I don't care about target profile, it's still about equal to the vulture as a fighter.
Vulture: 8K HP, high agility, 2S ports
Maurauder: 8k HP, very high agility, 2S ports and mines
I don't care about target profile, it's still about equal to the vulture as a fighter.
whoa? 8k hp and very high agility and 2small ports? if you want very high agility, I would make it 6k hp & 1s 1mine
I don't. But arolte said that it would have extremely high acceleration, which is controlled by the same variable as agility. He also wanted 8k HP. And the weapons, well, that's what everyone keeps telling me. Anyhow, at 6khp, it'd be very similar to a valk. Except it'd have somewhat higher maneuverability, 2k less hp and 1 less weapon port. Woo hoo.
and all the cargo slots
A little bit of misunderstanding here. I was using 8k as an example. If you want 5k or 6k, so be it. When I meant low hull points, I meant it. And I think 8k is still a little bit high, so my apologies. And I think the agility should be around where the Vulture is. I'm not talking about a Valk clone with lots of cargo space. But something that's just one step below a Valk, which is where the Vulture would be. I think that would be good. Otherwise we'd be putting pirates outta business, ehehe...
Arolte,
1 stupid remark. Valk = rebalancing to hopefully:
3 small slots, agility switched with the one of the vulture.
If you really really want the low hull point tradeship. Which I dont like at all, Because I like a semi good agility and a lot of hull points so if a pirate gets an occasional shot, I wont be dead. So maybe: 2 small slots "1 built in prox layer", agility between the hornet and the warthog, 10 - 12 k hull, lots of cargo ports.
cheers
1 stupid remark. Valk = rebalancing to hopefully:
3 small slots, agility switched with the one of the vulture.
If you really really want the low hull point tradeship. Which I dont like at all, Because I like a semi good agility and a lot of hull points so if a pirate gets an occasional shot, I wont be dead. So maybe: 2 small slots "1 built in prox layer", agility between the hornet and the warthog, 10 - 12 k hull, lots of cargo ports.
cheers
You know, I really wish the devs are planning to customize the ships further. I mean I think it's silly to get into debates like these, because everyone has good points to offer and nobody is really 100% right. Luckily I think there's hope. In the Prometheus and Valkryie screenshots that were released before 3.2, you'll notice a more advanced modular system for cargo boxes and externally visible weapon changes. So it seems like you'll have the option of swapping out cargo space with more weapons and vice versa. I hope.
I was also thinking, why not offer one additional port for every ship? It's actually a non-weapon port that can be used by the player to either buy advanced armor plating, or advanced retro rockets. That way people will be able to choose two versions of each ship (stronger or faster). Or they can choose none at all, leaving it at the stock configuration without all the expense. It won't make a Ragnarok into a Centurion (or vice versa), for example, but it'll give it a considerable boost in agility (or hull points--about 1k or less). I'm not saying the core features of each ship should be eliminated completely so that every ship will be agile or strong, but rather an upgrade would give a slight noticeable boost. These upgrades should also cost a lot of money, perhaps along the line of 30k credits or so.
To make weapon/upgrade purchases easier, I think the devs should also consider a diagram interface rather than a listed/table interface. Let's say you buy a Vulture and you're ready to buy weapons and engines for it. When you click on the "Ship" tab to equip all your equipment, it'll show an actual diagram of the Vulture with lines leading to the various components of the ship. At the end of those lines you'll be able to pick the component you want to install at the particular portion of the ship. For example a line pointing to the engine part of the Vulture diagram would be where you'd equip whatever engine you want. And to tie it in with this thread, maybe a line pointing to the outer shell or fuselage portion of the ship would be where you'd have the option of adding an armor kit or retro rocket kit.
Anyone likey?
I was also thinking, why not offer one additional port for every ship? It's actually a non-weapon port that can be used by the player to either buy advanced armor plating, or advanced retro rockets. That way people will be able to choose two versions of each ship (stronger or faster). Or they can choose none at all, leaving it at the stock configuration without all the expense. It won't make a Ragnarok into a Centurion (or vice versa), for example, but it'll give it a considerable boost in agility (or hull points--about 1k or less). I'm not saying the core features of each ship should be eliminated completely so that every ship will be agile or strong, but rather an upgrade would give a slight noticeable boost. These upgrades should also cost a lot of money, perhaps along the line of 30k credits or so.
To make weapon/upgrade purchases easier, I think the devs should also consider a diagram interface rather than a listed/table interface. Let's say you buy a Vulture and you're ready to buy weapons and engines for it. When you click on the "Ship" tab to equip all your equipment, it'll show an actual diagram of the Vulture with lines leading to the various components of the ship. At the end of those lines you'll be able to pick the component you want to install at the particular portion of the ship. For example a line pointing to the engine part of the Vulture diagram would be where you'd equip whatever engine you want. And to tie it in with this thread, maybe a line pointing to the outer shell or fuselage portion of the ship would be where you'd have the option of adding an armor kit or retro rocket kit.
Anyone likey?
The buying thing sounds nice, but remember that the devs said that the entire system was temporary and would be replaced soon. So I expect a completely different station interface is already in the works. If all the devs weren't permanently afk, I'd ask them, but they are.
WHy is all this switch valk and vulture agility??? do you really want 2 ships that's way better than the others? I mean centurion is already useless. it should at least be a centuion and valk swap.
Blasty:
It should be a valk and vulture switch, then make the vulture (slightly) less agile.
It should be a valk and vulture switch, then make the vulture (slightly) less agile.
"I was also thinking, why not offer one additional port for every ship?"
Why offer just one?
Why not offer like three 'gizmo ports' on a centurian or vulture, and like five on a larger ship like a centaur or ragnarok?
Pick your favorite non-weapon options off of a list similar to that on the toys page (obviously, in RP context not all of that would be available to everyone immediately) and configure your ship to do the particular role that you want to fulfill - scout, soldier, bounty hunter, courier, miner, merchant, smuggler, police officer, etc.
Why offer just one?
Why not offer like three 'gizmo ports' on a centurian or vulture, and like five on a larger ship like a centaur or ragnarok?
Pick your favorite non-weapon options off of a list similar to that on the toys page (obviously, in RP context not all of that would be available to everyone immediately) and configure your ship to do the particular role that you want to fulfill - scout, soldier, bounty hunter, courier, miner, merchant, smuggler, police officer, etc.
kid,
the agility of the centurion was supposed to be redicolously high, you should be able to make circles around a vulture. So agile it is supposed to be.
But because of an enginerestriction, the centurion has been nerved slightly.
The switch the agility debat will be perfect when this little enginebug has been resolved because at that point, you will notice a dramatic diference between the agility of the valk and the vulture.
PS: for the people that dont have a clue: enginebug = the problem that the engine has when it has to calculate changes to a very small mass but highly agile ship or the very high mass with a very low agility.
cheers
the agility of the centurion was supposed to be redicolously high, you should be able to make circles around a vulture. So agile it is supposed to be.
But because of an enginerestriction, the centurion has been nerved slightly.
The switch the agility debat will be perfect when this little enginebug has been resolved because at that point, you will notice a dramatic diference between the agility of the valk and the vulture.
PS: for the people that dont have a clue: enginebug = the problem that the engine has when it has to calculate changes to a very small mass but highly agile ship or the very high mass with a very low agility.
cheers
I think that the railgun just shouldn't be touched until the scale of ships is fixed, unless they are always going to be this size, which would be screwed up.
I don't want to get too involved in this, but I agree that the Marauder get a slight boost in agility and a minor cut it health or vice versa. The traits of the ship are great the way they are, they just need tweaking. Trading ships need a balance of speed and strenght, not a total dependance on one or the other. The biggest problem with the Marauder I see is not the Marauder itself, but the crappiness of all the other trade ships. Boost all their cargo capacities, the centaur should hold more cargo than the maud, (around 18) and give all the ships higher hull (except the Maud.)