Forums » Suggestions
Limit the numbers of X-1s in production
I'm not really behind the idea of removing the X-1. The X-1 is the classic fighter to take down a Skyprom which is the classic ship to take down the X-1.
BUT i am behind the concept of limiting how many X-1's are in production. It is called a prototype, so limit the number of X-1's each pilot can have in their stocks. Before you get the pitchforks out, remember that the Vengeance has all the same stats as the X-1 except for being flattened.
I propose that each pilot be limited to two X-1s at any given time. All other X-1s should be converted to the Vengeance in their holds.
BUT i am behind the concept of limiting how many X-1's are in production. It is called a prototype, so limit the number of X-1's each pilot can have in their stocks. Before you get the pitchforks out, remember that the Vengeance has all the same stats as the X-1 except for being flattened.
I propose that each pilot be limited to two X-1s at any given time. All other X-1s should be converted to the Vengeance in their holds.
Rule #5. Have you read it?
A few times. I was pretty Thorough. This is a simple suggestion relating to the term prototype.
-1
I think Whistler is referring to the fact that you don't really say.. why we would want to do this.
Just because it says "prototype" in the description? Seriously? I'm just.. surprised.
Just because it says "prototype" in the description? Seriously? I'm just.. surprised.
I think we're missing the Why and also a discussion of the pros and cons. If we're limiting the X-1, then we could have an imbalance with the availability of Skyproms. It seems that we're introducing a problem rather than solving one. However, a rigorous adherence to rule #5 might have made a case I hadn't considered.
"Post the positives, the downsides or risks, the trade-offs and ramifications, and why you think the idea improves the game as a whole. Consider the likely development burden, and factor that into your thought process."
"Post the positives, the downsides or risks, the trade-offs and ramifications, and why you think the idea improves the game as a whole. Consider the likely development burden, and factor that into your thought process."