It's not really about which side is more powerful, or offense vs defense. It's more a question of making a podded or killed player have a longer time to get back in the game once they've got SBs or TP2 or whatever. There's been a point of debate for as long as I can remember about endgame tech - some players think it should be powerful so the game will end, others think endgame tech should be balanced so that even if you lose to it you still feel like you had a fair chance to stop it. CC has gradually turned toward the latter approach, and I think it's turned out well, but I still think the other side of the argument had a valid point that once there's nothing worthwhile left to buy the game needs to end so a new game can begin.Spunkmeyer wrote:QUOTE (Spunkmeyer @ Mar 15 2012, 07:28 PM) Let me attempt to sum up what he is suggesting - please correct me if I'm wrong:
1-Find a way to implement longer respawn/pod times for the more powerful side and vice versa.
2-Eliminate accidental kills w/mg3.
3-Increase respawn/pod time for defense.
I agree it's not a priority, it's just an idea I had. As to how to implement it, one way would be to change the code to allow lifepod replacement with enh or adv lifepods, which in the core would be automatic with purchase of a techbase and adv techbase, but the pods wouldn't be any faster, they'd just have thicker hulls or different armor class, which sort of looks like an upgrade but isn't really. You could also make adv pods slower but that would probably feel too nonsensical in a game that has at least pretensions to simulation. Another way would be to leave lifepods as they are and increase time spent dead based on game time or total he3 mined or some other variable. You might need to improve the 'you are dead' screen in that case though.
I was also talking about early game pod rides being detrimental to fun and not a key element of gameplay, but I think we could continue that discussion in CC forum.












