Who are these people? Can someone please give me any sort of arguments (even one full of holes) as to why it should not be moved to garrison? I honestly can't think of any reason.CronoDroid wrote:QUOTE (CronoDroid @ Dec 6 2008, 09:21 AM) Well looks like not many people so far agree with moving Adv Scout to garrison!
Grand Scout Discussion


spideycw - 'This is because Grav is a huge whining bitch. But we all knew that already' Dec 19 2010, 07:36 PM
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CronoDroid
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Gandalf2 wrote:QUOTE (Gandalf2 @ Dec 6 2008, 05:02 PM) Who are these people? Can someone please give me any sort of arguments (even one full of holes) as to why it should not be moved to garrison? I honestly can't think of any reason.
We already had a 4 page discussion on the topic 3 months ago
QUOTE Drizzo: ha ha good old chap
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Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
Hmmm.... not bad reasons. OK then, how about requiring a tech base & a garr to get adv scouts? That way they're still a lot cheaper than heavy scouts, but they won't perk the early-game of any faction too much.CronoDroid wrote:QUOTE (CronoDroid @ Dec 7 2008, 02:29 AM) -Because it'd be strong for Rix (spend your Enh Con money to get Adv Scouts off the bat for your SRs).
-Adv Scouts have 50% sig and larger scan range...nerf to Tac because now factions can buy it off the bat.
-Stronger bomb rushes


spideycw - 'This is because Grav is a huge whining bitch. But we all knew that already' Dec 19 2010, 07:36 PM
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Clay_Pigeon
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I'm returning to my previous suggestion to make Adv scouts actually progress between Basic and Hvy, instead of Adv scouts being Hvy scouts with less cargo capacity.

"Therefore I will boast all the more gladly about my weaknesses, so that Christ's power may rest on me." -2 Cor 12:9
"Never know how long I've waited, anticipated your smile pressed against mine." -Running
Personally I like adv scouts, and would like to see them used more. But, these are some of the problems with moving them to the garr.
If you move Adv Scouts to garr you are putting a fairly serious counter to tac, making it more difficult for tac to win games. Something you probably don't want to do.
You also will make HTT's less common, at least stealth runs, which are rare enough these days.
You will also have a large amount of newbie commanders buying them instead of expanding, getting game winning tech and other good stuff like that.
If you move Adv Scouts to garr you are putting a fairly serious counter to tac, making it more difficult for tac to win games. Something you probably don't want to do.
You also will make HTT's less common, at least stealth runs, which are rare enough these days.
You will also have a large amount of newbie commanders buying them instead of expanding, getting game winning tech and other good stuff like that.

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Bard
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I'd support moving QL to figs and keeping them off of scouts.
I'd like to see more Adv scouts, but shiz is right about tac. It already requires too much skill and organization for the majority of players from my generation and newer, especially in pick-up games.
Unless the amount of energy in stealth craft gets perked, there's really no help for it if everyone is covering existence with hvy scouts, and that still doesn't do anything for HTT's.
Remove turrets and reduce scan range a little. Detecting stealths and HTT's should require good probing, not just flying in circles.
I'd like to see more Adv scouts, but shiz is right about tac. It already requires too much skill and organization for the majority of players from my generation and newer, especially in pick-up games.
Unless the amount of energy in stealth craft gets perked, there's really no help for it if everyone is covering existence with hvy scouts, and that still doesn't do anything for HTT's.
Remove turrets and reduce scan range a little. Detecting stealths and HTT's should require good probing, not just flying in circles.
You cannot be seriousBard wrote:QUOTE (Bard @ Dec 8 2008, 05:15 AM) I'd support moving QL to figs
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.
See, this would make sense.Sushi wrote:QUOTE (Sushi @ Dec 6 2008, 09:53 PM) I'd like to see the QL/Duals as researchable tech. I don't have a problem with heavy scouts mounting them, but 1) they shouldn't get them for free, 2) they should be available to fighters (and maybe GS?) as well.
I don't think we need them, but if you guys want to keep them they should be a researchable thing. Starbase tech, I suppose, requiring heavy scout. Works for Dumbfires, Seekers and Quickfires.
/edit I also like flying adv scouts a whole lot. Maybe the heavy scout should be a ship you have to buy? Adv scout would be the thing you get for free, and for GS money or something like that you could take a heavy scout instead. It would be good to emphasize the difference between them some more, but maybe nerfing the heavy scout scan range and speed a little more... so that the adv scout would be the best traditional scout, and the heavy would be the combat scout / mini GS it is.
Last edited by Adept on Mon Dec 08, 2008 11:10 pm, edited 1 time in total.





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