The EXP problem

Development area for FreeAllegiance's Community Core.
spideycw
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Joined: Sun Jul 06, 2003 7:00 am

Post by spideycw »

I agree that a 10% (or 15%) would be a good start. Once again int scan range essentially doesnt matter anyway if they can just boost where ever they please
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.

My apologies.
Grim_Reaper_4u
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Location: Netherlands

Post by Grim_Reaper_4u »

spideycw wrote:QUOTE (spideycw @ May 6 2008, 11:03 PM) I agree that a 10% (or 15%) would be a good start. Once again int scan range essentially doesnt matter anyway if they can just boost where ever they please
Do you really feel that a 10% reduction in fuel will hurt heavy ints? Do Rix/GT heavy ints really suck versus IC heavy ints because they have slightly less fuel ? IRC IC has a fuel perk versus the other factions does that make the other factions ints less capable?
Kltplzyxm
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Post by Kltplzyxm »

Just because you start out with at 10% nerf doesn't mean it ends there. And the time between one nerf and the next is not going to take 6 months to figure out. These guys will update very regularly.
Last edited by Kltplzyxm on Tue May 06, 2008 9:27 pm, edited 1 time in total.
Raveen
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Post by Raveen »

To be brutally honest I think there should be no nerfs in the initial CC releases. If people are going to play the CC then you need to get the DN int fanboys on board (but not on Bored, even if he does like it). That means keeping ints 'fun'.

Once the CC is accepted and regularly played you have enough data to make balance changes as fundamental as a change to all ints which are an order of magnitude larger changes than faction balances.
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Spidey: Can't think of a reason I'd need to know anything
Grim_Reaper_4u
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Location: Netherlands

Post by Grim_Reaper_4u »

I really doubt we will have bi-weekly updates to the community core, so a slow incremental process where we start slightly balancing factions and maybe finally tech trees will take years. Personally i'd like to see a more heavy handed balancing with beta versions to test major issues. Anyone remember how long it takes us to convince Noir that one of his factions/techs is broken? I would prefer to avoid the usual "but look they win 47.779% of the time, so they are fine" discussions. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
1 main CC core and 1 beta CC core where we try relatively drastic measures basic on community feedback and wishes would probably be best. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Andon
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Post by Andon »

I like the idea of the 'Community Core' release and a 'Community Core Beta' release
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Paradigm2
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Location: College Station, TX

Post by Paradigm2 »

Here's the deal... you cannot satisfy everyone.

You need to make the necessary changes to make the game fun AND balanced, and they need to be made in small incremental changes often (3-4 week cycles). We are not here to appease some certain sect of the community.

If the changes are wanted (which can be judged via ASGS poll), then they should be implemented. "Fun" is the most subjective and overused term used toward ints. I assure you I will still have "fun" using an int with 10-15% less fuel.

Maybe when the enemy is smart enough to deprobe and he gets his con into an important sector uneyed, and I don't have the ability to boost 2-3 sectors there in time to stop it, he will have "fun" too.
-Paradigm2
SouthPaw
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Joined: Fri Nov 30, 2007 9:01 pm
Location: Sussex

Post by SouthPaw »

Ints.

Change armour class
Remove pulse probes
Remove countermeasures
Increase mini 1/2 dispersion
and as has been said, nerf mini damage vs utl hull

A selection of options here I think.
Jonan
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Location: Hyperborea

Post by Jonan »

I can't read everything here, so maybe the following question is redundant, but isn't the assumption that we get to use current DN as the CC base all wrong?
Last edited by Jonan on Wed May 07, 2008 12:58 pm, edited 1 time in total.
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spideycw
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Post by spideycw »

Grim_Reaper_4u wrote:QUOTE (Grim_Reaper_4u @ May 6 2008, 05:22 PM) Do you really feel that a 10% reduction in fuel will hurt heavy ints? Do Rix/GT heavy ints really suck versus IC heavy ints because they have slightly less fuel ? IRC IC has a fuel perk versus the other factions does that make the other factions ints less capable?
Hmmm well honestly I think the reduction in fuel (any percent but 10% seems to be a good starting point) is a good thing as it will keep ints from boosting quite so far to miner hunt which is the real problem.
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.

My apologies.
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