Forums » Suggestions

Infiniboost and light fighter cargo space

Mar 28, 2005 CrippledPidgeon link
There's something definitely wrong with infiniboost. While it's nice for long cargo runs, but it terribly unbalances CtC. The Centurion II and the Rune Valk both have 230m/s infiniboost, as well as 8 cargo space, so for a lot of the week, a single ship can kill and grab the cargo. Later in the week, you just need two.

I think that in terms of turbo boost speeds, if a ship has a lower boost, they should have greater endurance. If a ship has a higher boost, they should have low endurance. The 200m/s long-distance runners should have infiniboost or better (ie. 180-190m/s boost ships might even have turbo drain lower than 50). Any ship with turbo over 200m/s should not have infiniboost, because not only are they faster than everything in space, but they also don't have to wait at the wormhole.

Because as it is, any ship with less than 200m/s boost is incredibly distasteful because you can't keep up with anything. And any ship with more than 200m/s boost is incredibly useful because you can outrun everything.

I also think that light fighters like Centurions and Valkyries, and maybe one or two Vulture models, should have no more than 1 or 2 cargo space. They're supposed to be giant engines with guns and a cockpit strapped on. There's no way a super-light, super-fast fighter would even consider wasting internal space for heavy, speed-sapping cargo.
Mar 28, 2005 roguelazer link
[stamp of approval]
Mar 28, 2005 Sun Tzu link
That is true. And you forgot the Warthog MkII (infiniboost 220m/s 14cu!) and the Orion Hornet (same with 10cu!). Damned unbalanced.

BTW the Rune is 220 and not 230.

But, yeah, who cares anyway? The point of this "suggestion" is obviously elsewhere.
Mar 28, 2005 Renegade ++RIP++ link
cent mk2 is 230.

The warthog needs a small decrease then also to something alongside like 6-8 or so (olf vulture levels). Since it is way easier to catch and easier to hit then a cent or a valk.

Hornet is a flying brick, and even with its speed(it is still very slow in acceleration) its a moving target.

Still though, I would like to see something else then the cent or valk in a captureattempt (but that is just me). PS: I used the cent in all my previous captures (not that many I know).

cheers
Mar 28, 2005 Beolach link
I could see dropping the Rune & Cent MkII's turbo speed a little bit, to say 210 or 215, but I'd rather not see it go below there, if it's dropped at all. And I'd rather see CtC cargo disable turbo for anyone that carries it, would make this a completely moot point for CtC.

For cargo, I've voiced my opinion often enough. Valks already only have 2 or 4, except the cargo variant Rune with 8. And the Rune has less armor, less thrust, and a lower turbo speed already. Cargo-wise, I think the Valks are all good where they are. At this point, I think the Rune should be kept exactly how it is, and the other variants should have slight improvements to thrust, mass, and/or torque. For Centurians, rather than dropping the capacity, I'd like them to be have a mass & thrust decrease, so that added cargo & weapon mass would have a larger effect on their maneuverability. The big thing that makes the Cents the second most uber ship right now is not their cargo capacity, it's their super high acceleration.
Mar 28, 2005 CrippledPidgeon link
The idea being that light fighters should not be able to play CtC alone successfully. As I say, light fighters are engines with wings. They should have superfast acceleration, but they shouldn't be able to haul anything - that's what other ships are for. The decently large cargo capacity (and the super high infiniboost) of both the Cent II and the Rune Valk makes them too useful. Yes, the Valk is a special fighter, but it's still a light fighter. It should not be better than a "lesser" ship in every category. It still needs weaknesses or it becomes uber. No Valk should be able to carry a full Transport's worth of cargo. It should require a larger, slower, and more vulnerable ship to be able to haul CtC cargo - or any other cargo, for that matter.

Yes, the Hog II should be reduced in turbo and cargo capacity, but the whole Hog series (as well as the normal variant Hornets) definitely needs some thrust and spin boosts. Yes. It needs both. The current hogs are all outperformed significantly by Atlases (can I put in a request to have the Mineral Extractor Warthog be renamed to "Warthog, CrippledPidgeon Combat Special"?)
Mar 28, 2005 Beolach link
You know, the cargo capacity is the only unique thing about the Cent2 & the Rune. If you're going to be decreasing their cargo capacity, you may as well just remove those variants from the game completely.

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As for "light fighers should not be able to play CtC alone successfully," I would say that this solution doesn't really work for that. Even if you take the cargo capacity away from Cents completely, they will still be able to destroy the transports, and have a decent chance of killing any enemy players who try to pick up & return the cargo. Sure, they can't return it themselves, but they can still do a bang-up job of stopping the enemy convoys getting through alive. I really do think that dropping the Cents mass & thrust would be a better solution. Keep the thrust/mass ration the same, or maybe even make it a little bit better so it can still handle weapon mass, and it will still be every bit as nimble as they are now, right up until they try to steal the cargo. Then they become to resemble a sitting duck.

For "No Valk should be able to carry a full Transport's worth of cargo," the only Valk that can do that is the Rune, and then only at the beginning of the week. And that's the whole point of the Rune, it's the cargo variant, drop it's cargo capacity and there's no reason to even have it in the game. I wouldn't mind dropping its turbo speed a little so it's easier to catch, but already it is possible to catch a Rune that's full of Purified Xith, if rather difficult.
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