Forums » General

Damn valk

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Dec 10, 2003 roguelazer link
Now we're in agreeance!
Dec 10, 2003 spectre_c_me link
if the centaur had more cargo space what would be special about the maud?

dont get me wrong i realize that the centaur and maud have their differences but nobody would need to go to the s18 black market to buy a centaur, up the cargo and up the piracy rate. the gold team would be completely useless with a speacial ship.

-io

serco have a great counter to valks, if used properlly, valk is the best fighting ship, so far the gold have the most agile trade ship. give the centaur more cargo space and the advantage will be who wants a lot of money and who wants nothing. a maud will make a lot of money and will do it in a limited amount of time, but a rag (with more cargo and hull) will make a lot more money with a better chance of survival. are the speacial ships are supposed to be better than the rest of the ships or not?
Dec 10, 2003 SirCamps link
Invisi, you miss the difference,

One gets a large amount of cargo from one place to another VERY quickly, the other gets an insane amount of cargo from one place to another rather slowly. Also, one can defend itself against a Valk or Prom, the other is easy pickings for even a Centurion.

Centuar = Big piņata
Marauder = Space siren
Dec 10, 2003 Spellcast link
Ok. I havent' been on for several days due to a rediculously severe illness. (i haven't acctually even been out of bed for a few days.) I've had some time to think, and here are my proposals for balancing the valk. please note they are not meant to be all used at the same time. i feel that any single one of the options would balance it out, I'm merely offering several different ways to do the same thing.

1 (probably the way i think would work best) Lower the armor on a valkarie by at least 2500 - 3000. Now before all of you go nuts on me, here is my reasoning. Througout history agility and speed have been offest by armor.. they tend to be opposites. AS an example the Japenese Zero and the Japenese Zeke were quite possibly the most agile and maneuverable fighters in WWII. (there is some room for argument here but the ZERO was a far more capable plane than anything the allies had at the beginning of the war) However it had a serious tradeoff, it had almost NO armor, a hit almost anywhere on it damaged it badly.

2. Lower it's cargo some.. drop it down to 2 or 3 cargo, this will at least make the pirates take more time to pillage that cargo they scatter all over the universe. As long as they are busy chasing cargo containers they aren't attacking other traders.

3. take away 1 weapons port, leave it with only 2 small ports.
(and just to stir ***T i'll also propose taking away all the small ports and giving it a single large port, i'm kinda curious to see how that would affect the game.. i'm odd like that tho)reducing the number of weapons would alter how it is used in a fight, making it less of a first strike (launch a dozen flares unannounced, collect cargo) ship and more of a dogfighter, the role for which it seems to have been designed. Once again reference the japenese ZERO, It's agility allowed it to be put in a situation where it's limited firepower (unless i misremember it only had a pair of 7.62mm cannon on the wingtip roots) could do the most harm. the limited weapons and low armor were offset by it's agility, perhaps we should try for the same balance here.

4. put a safety fuse on the rockets. i've discused this before, right now a valk can start it's firing run on a centaur, hit it with 2 volleys of rockets and be in close for the kill doing ram damage before the centaur even knows it's under attack.

as always, any intelligent well thought out criticizim is warmly welcomed.. oh, and lets say thanks to the devs again, flaws and balance issues or not, this is a cool game.

PS for those who care.. i fly a wraith, a hornet or a prommy. I don't touch the valk, it's too frikkin responsive for me,, i can never get my shots lined up, i'm so used to the heavy ships that i always overcorrect.
Dec 10, 2003 Hunter Alpha link
Ah come on! A Marauder with 18 cargo space would be fine.
Dec 10, 2003 Daon Rendiv link
lol spellcast. welcome to the club.
Dec 10, 2003 Zeplin link
I like the idea of paid repairs, based on the Materials used in the ships.

Say, devide up the cost of the ship into its hull costs, So if your ship takes damage, the damage will be relational to the costs of the ships.

This will have 2 effects, Pirating in expensive ships will be less lucrative if the persons being pirated are damageing your valk or Maud. and Encourage more use of the lower level ships like Vultures hogs and various other level ships.

This way if you took your Valk into battle and took 99% damage then it will cost you say 29k to repair it. This will significantly reduce the Greifers Pirates and Mass numbers of Itani using the ship constantly, especilly with the way the economy is at the momment

Also if this is implimented I think a partial repair system should go in as well. Say for instance repair to 25% 50% 75% 100%
Dec 10, 2003 furball link
I like spellcast's ideas specially 1 and 3. Like you Spell, I'd LOVE to see what would happen if the valk had say 1 large weapon port. :) or 1 large/1 small.

I also like Zeplin's idea about dynamic repair costs. However one caveat: repairs on bus: Free.
Dec 10, 2003 Zeplin link
I think repairs on a bus should be free, The ship is free.
We will see lots more busses flying around with my idea =)

Users who ussally fly the top ships will learn how to use the others more effectivly, Just to save costs.

Only people who have the money will fly the top of the line ships.
And it probably wont take a reset to impliment it. Not like stats or money already gained will be effected.

It will also make people think twice about killing defbots in home sectors if they think they will take damage.
Raming attacks will become basicly worthless, As you will have to pay for your ships to be repaired from splash damage etc.

I was considering the idea of applying the repairs to the entire ship load out cost, maybe indervidual components can take damage. Thats a hella more work for the devs tho. But then wepon plancement will be more important. based on how you are using the wepon, say for instance you placed a sunflare on a front port, and you did hit someone while you were to close, the sunflare could be rendered inoperable untill its repaired

This would mean a big change, maybe having a port button to open the wepons port, So that if you were flying around you could reduce the drag, and sheild the wepons with the hull. Then add drag as the wepons were opened, but allow you to fire.

a graphics change for that would be great, you could use the zoom to see if another player was hostile before getting to close. No more flooding the main channel or sector channels with are you hostile? hehe.