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°°SwEePeR°°
Lieutenant Commander
   
Playtime: 8624h
Webmissions: 75
Beiträge: 892
Wohnort: ~SinCity~
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Titel: Clan Corvettes better Repairship. Novadepot on Base...
Verfasst am: 24.05.08 11:59
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I want to suggest my idear of an Clan Corvette only for Basedefending and an better Repairship for the same reason.
Cause all cry that Baseturrets are to strong or to bad.
Why to make only the Baseturrets so important for basedefending ?
Why not ad 2 - 3 Clan Corvettes with 4 Flag 2 High range for each clan which are only for base defending and can only fly 10k around the own Clanbase or they get killed by FLHook.
And no H-Fuel penalty for this Ships.
So it need Skill by Corvette Pilots during base Defend. And not by an NPC base. With this Idear we can change Baseturrets back to 3.05 Mod I think.
Only think we can change is to make them stronger against Novas.
Next Idea is to ingrease the repairspeed from the repairturret from -300 to -900 this will also bring balanche for defenders and open new tactical capabilities.
Cause if you know you have an chance to defend your base if you bring out enought repairships and some corvettes it makes it more interesting and it need more tactical thinking from the commander of the defenders...
Current Basedefening is lame cause if they circle you have only one change to kill them fast. This chance is to use BS. If you now are in an Heavy Basewar you cant use BS cause you have problems to bring enough H-Fuel to your base.
Than you must defend only with eagle and are not realy able to defend your base.
Second is if their are better repairships you will start to think about to bring them out cause you have a change to repair more than attacker shoot down. This Changes will bring more Balace to Base wars than enything else. Cause Attacker only have a chance if then need their BS as donking point to come fast to enemy base or they use the new cruisers to make enough damadge.
If you get killd the enemy BS you have more time and a realistic chance to repair your base.
In all base wars in Alpha or in Gamma i never saw that the base got repaired only 1% most times they didt try it cause its impossible. With current repairturrets you need 10 Repairships to make changes. This is realy to much.
Next idea is to make an Novadepot to all Clanbases. So clans can bring Novabombs to this depot and then only make an flhook command to like /givenova passwort u can use if you are docked at your base to get novas from your depot.
Reason of passwort is to prevent that ppl with +30 hack or more or clanmember the clan not realy trust can steal the novas from the clandepot.
What do you think about this ideas ?
Start to discuss |
_________________ >>Fun4ALL<<
„Ein Kluger bemerkt alles, ein Dummer macht über alles seine Bemerkungen.“
Heinrich Heine |
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InFiNiTy
Sector Admiral
   
  
Playtime: 1473h
Webmissions: 108
Beiträge: 1518
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Titel:
Verfasst am: 24.05.08 12:20
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I didnt understanded what u mean but i say better add repair ship (!) whit like 10 turrets and increase rep turret efficiency |
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[-::TA::-]Just
Fleet Admiral
   
   
 
Playtime: 1262h
Webmissions: 208
Beiträge: 1682
Wohnort: Wien
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Titel:
Verfasst am: 24.05.08 12:29
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no extra ships please |
_________________
Zuletzt bearbeitet von [-::TA::-]Just am 25.05.08 04:48, insgesamt einmal bearbeitet |
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Corleone
Commander
   
  
Playtime: 2103h
Webmissions: 16
Beiträge: 1675
Wohnort: Torgau
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Titel:
Verfasst am: 24.05.08 12:37
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i love all ideas xD |
_________________ "Wer könnte Italien besser repräsentieren als ich?" // Silvio Berlusconi
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Vale
Fleet Captain
   
Playtime: 823h
Webmissions: 91
Beiträge: 176
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Titel:
Verfasst am: 24.05.08 13:22
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@Rep. Turrets
I think the rep. turrets need to much energy and if the rep turrets need less energy, it will be more repair ships (like Humpback or Dromedary) and the 340 Transport have no energy problems. It would make the Repair better but not to much |
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Brehon
Cadet (Junior) 2nd Class
Playtime: 33h
Webmissions: 8
Beiträge: 135
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Titel:
Verfasst am: 24.05.08 14:04
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@Novadepot,
You want to make it so the novadepot can be destroyed aswell? Causing you to lose all novabombs or not? |
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°°SwEePeR°°
Lieutenant Commander
   
Playtime: 8624h
Webmissions: 75
Beiträge: 892
Wohnort: ~SinCity~
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Titel:
Verfasst am: 24.05.08 14:10
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No i want to make it like the normal clandepot.
No lose of novaboms if base get destroyed.
Its only an Idea to bring depotfunktion of Transport ship to the Clanbase. |
_________________ >>Fun4ALL<<
„Ein Kluger bemerkt alles, ein Dummer macht über alles seine Bemerkungen.“
Heinrich Heine |
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ice_cold_death
Admiral
   
 
Playtime: 2004h
Webmissions: 243
Beiträge: 7444
Wohnort: Magdeburg
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Titel:
Verfasst am: 24.05.08 14:33
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So wie es jetzt ist soll es bleiben. Mir gefällt es so einfach am besten. Mit dem Novadepot kann man es vllt. mal probieren. Auch der Aktionsradius der Kreuzer von ~10k um die Basis herum ist eher "schlecht". |
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dr@g
Beiträge: 251
Wohnort: Berlin
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Titel:
Verfasst am: 24.05.08 14:50
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ha ice die antwort war ja typisch, dann sollte jeder clan die gleiche base und gleiche tuerme wie ihr bekommen und dann sagen wir alle, kann so bleiben, k? HF beim Basesitting.
Das ist wieder so ulow Borglike |
_________________ mfg
dr@g |
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°°SwEePeR°°
Lieutenant Commander
   
Playtime: 8624h
Webmissions: 75
Beiträge: 892
Wohnort: ~SinCity~
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Titel:
Verfasst am: 24.05.08 15:05
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Plz only objectiv discussion
If you say bad idea think about all Bases not only at your base.
And second show us reasons why you think its bad idea. |
_________________ >>Fun4ALL<<
„Ein Kluger bemerkt alles, ein Dummer macht über alles seine Bemerkungen.“
Heinrich Heine |
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w0dk4
Lieutenant
   
   
Deppenadmin² und sich damit abgefunden !
Playtime: 1008h
Webmissions: 8
Beiträge: 9024
Wohnort: Heidelberg
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Titel:
Verfasst am: 24.05.08 16:02
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I dont like the idea.
Against such corvettes, there is no real "counter". The base turrets can be shot down by distance with guns or nova for 10 min, but such corvettes just respawn and they are defending again.
Nova depot and better repair turrets are highly imbalanced. This way, you can sit in your cruiser, spam novas against any enemy cruisers or bships, and at the same time repair your base very fast.
Also, the technical implementation is rather difficult to realise. |
_________________ aka chaosgrid
https://the-starport.net
https://www.moddb.com/mods/fwtow |
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°°SwEePeR°°
Lieutenant Commander
   
Playtime: 8624h
Webmissions: 75
Beiträge: 892
Wohnort: ~SinCity~
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Titel:
Verfasst am: 24.05.08 16:16
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I thought the new crouiser will be an counter to the corvettes.
Maybe only 1 corvette for each base to solve the problem of h-fuel loss durging base defend with bs.
Other Idea remove the H-Fuel penalty if the BS dies in an radius of 10k aroud own base. Would be similar result like a corvette.
You say better repairturrtes are imbalanced ? please answer me one question why are clans in alpha and gamma never realy able to repair their base ?
We tried it and get 2 % repaired with 4 Ships but Attacker without BS makes 6 - 8% damadge. I call this unbalanced.
Attackes and defendes was on both sides 8 - 10 persons so this was balanced....
Lets try -500 or -600 for repairturrets to see what happens.
At the Momement Transporters are an Novadepot you only must have enough and its the same. Such a depot could also have an limit.... |
_________________ >>Fun4ALL<<
„Ein Kluger bemerkt alles, ein Dummer macht über alles seine Bemerkungen.“
Heinrich Heine |
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Hurrican
Lieutenant Junior Grade
   
Playtime: 1053h
Webmissions: 277
Beiträge: 1090
Wohnort: Bamberg
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Titel:
Verfasst am: 24.05.08 16:57
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i dont think it would be beter with stronger repships , because so repships will circle around base and it will be lame again . corvetes sounds nice , i think they should get ~200 000 hp and some flak turrets , but they only can respawn every 5 minutes |
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Sturm
Combat Officer
 
Playtime: 928h
Webmissions: 2
Beiträge: 29
Wohnort: Essen
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Titel:
Verfasst am: 24.05.08 17:05
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Well i think better repairturrets are rly imbalanced. You have a good chance to repair your base, if you got more repair ships, but even with two Repships we was able to hold the Base during it has just 1% and we won the defense.
If you are the attacker, and the base is far away of the next station, you will never have a chance to kill it, even if you are attacking with more people.
A solution could be a "joker" Their are Heavy Lifter in Freelancer. Maybe we could use this ships for a strong Repair, for example -1200 each turret. But this ship is just able to start one time in 30 minutes and this ship use 100 H-Fule. So the defender will take it as last way out.
I like the idear of corvets and i think if each Clan got 2 Corvets (or Crouiser), the balance wouldn't be disturbed. Thats just if you can use these ships even for attacking. But I think these ships should use 25 H-Fule to start.
This makes Clanmissions more importat.
The idear of the novastorage isn't bad, but i fear, that you are able to spam arround with novas, so it would be very difficult to attack the base with a BS and this gave the defenders more power.
Think about it you are not just defending you are also attacking |
_________________ Wer Kämpft kann verlieren, wer nicht kämpft, hatt schon verloren. |
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°°SwEePeR°°
Lieutenant Commander
   
Playtime: 8624h
Webmissions: 75
Beiträge: 892
Wohnort: ~SinCity~
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Titel:
Verfasst am: 24.05.08 17:34
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Hm Other Idea whats about to add an 5 not obligatory good to clandepot which is needed to make repairships to repair -600 and which cost 1 of this good for each repaired % of the Base ?
This way of repair should be only possible after an Clanmember activates it with an flhook command to prevend abuse. |
_________________ >>Fun4ALL<<
„Ein Kluger bemerkt alles, ein Dummer macht über alles seine Bemerkungen.“
Heinrich Heine |
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[TCEagles]crashbx
Fleet Captain
   
Playtime: 2237h
Webmissions: 1
Beiträge: 952
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Titel:
Verfasst am: 25.05.08 03:01
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As i understand turrets on base ppl say they are 2 strong and stuff like that, so i dont see why we would need extra ships for defence of base...
lately i dont see clans attacking eachother base because turrets can own all in close radius, but i dont see anything wrong here, all i can see is ppl dont wanna die so quick and fly back to enemy base, so i think we need that cruisers for freelancers with mobile spawn so cruisers will attack clanbase from some distance and launch fighters on enemy base. Since there will be option for freelancers cruiser ships, clans will dont have no more superpower of bship so we can remove penalty for clan bship which will help defend clan base when under attack.
So u can imagine form attacker view: cca 4 cruisers attacking from distance with high damage gun and launching fighters on enemy base with mobile spawn. (possible attacker clan battleship backup)
from Defenders view: Base shooting enemy fighters, Base cant reach cruisers but can kill those fighters who near the base, so base is launching defenders on enemy cruisers and battleship plays as support for defending fighters... Transports can easy repair base under cover of Base turrets and bship they would not get killed so fast...
I see completly balanced everything and we lose ourself much problems...no penaltys needed just fun blasting and nobody is lameing with f1 and similar stuff... |
_________________ Western Alliance - 301st TCEagles Squadron
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NANO
Fleet Captain
   
Playtime: 1906h
Webmissions: 263
Beiträge: 745
Wohnort: Bielefeld
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Titel:
Verfasst am: 25.05.08 04:45
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What about adding Corvettes, gunboads and cruiser with costs that are equal to the BS. Like every clan have to pay 100 million for each of these ships. Standard-mounted weapons with their normally weapons from singleplayer, which provide big demage, but therefor very low at armor and H-fuel costs of -100-400.
Thought this would makes attacks more interesting, even because each ship has its own preferences and area of expertise.
mfg NANO |
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°°SwEePeR°°
Lieutenant Commander
   
Playtime: 8624h
Webmissions: 75
Beiträge: 892
Wohnort: ~SinCity~
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Titel:
Verfasst am: 25.05.08 11:59
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[TCEagles]crashbx hat folgendes geschrieben: | As i understand turrets on base ppl say they are 2 strong and stuff like that, so i dont see why we would need extra ships for defence of base...
lately i dont see clans attacking eachother base because turrets can own all in close radius, but i dont see anything wrong here, all i can see is ppl dont wanna die so quick and fly back to enemy base, so i think we need that cruisers for freelancers with mobile spawn so cruisers will attack clanbase from some distance and launch fighters on enemy base. Since there will be option for freelancers cruiser ships, clans will dont have no more superpower of bship so we can remove penalty for clan bship which will help defend clan base when under attack.
So u can imagine form attacker view: cca 4 cruisers attacking from distance with high damage gun and launching fighters on enemy base with mobile spawn. (possible attacker clan battleship backup)
from Defenders view: Base shooting enemy fighters, Base cant reach cruisers but can kill those fighters who near the base, so base is launching defenders on enemy cruisers and battleship plays as support for defending fighters... Transports can easy repair base under cover of Base turrets and bship they would not get killed so fast...
I see completly balanced everything and we lose ourself much problems...no penaltys needed just fun blasting and nobody is lameing with f1 and similar stuff... |
If we turn back with turrets to Mod 3.05 we will need such ships.
To the cruisers. If they get mobile Spawn they are realy unbalanced.
Cruiser ok but with high range high damage Turret noting else. |
_________________ >>Fun4ALL<<
„Ein Kluger bemerkt alles, ein Dummer macht über alles seine Bemerkungen.“
Heinrich Heine |
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