Ints - cut their fuel?

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TheBored
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Post by TheBored »

Drizzo wrote:QUOTE (Drizzo @ May 29 2007, 03:46 PM) I hate to point it out Veggie, but even Weed suggested this might be a good idea..
And his reasoning: "because it makes me better"

If Weed decided to say that exp was not balanced, that would be a different situation.

TB
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spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
Kltplzyxm
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Post by Kltplzyxm »

Gappy wrote:QUOTE (Gappy @ May 29 2007, 04:38 PM) MS also intended for tp2 probes to randomly explode when ships ripped into them.
I can understand that. IMO, tp2 is pretty fricken powerful for just one little tech if you already have bbrs. You could be pwning a game and then the enemy does the good ol tp2 with 2 bbrs and a 10 nan train to blow your garr, tac which are sitting in the home sector. Or better yet, ripping in HTT, GSs, & nans to cap your bases. You go to winning to instant losing. Or if it's place well behind a rock <3K to the target and the enemy rips in 5 bbrs + nans + turrets, there's no stopping that. In a certain sense, I can see that as being interpreted as too powerful, but having non-volatile tp2 also makes for interesting game dynamics - last gasp chance for losers to come back which we've seen over and over. I think it goes both ways.

Having volatile tp2 would certainly make things interesting... you would have to put multiple tp2s for more reliability to get your who surprise attack going. I finally saw the "two tp2 in two sectors" strat and it's hard to beat it as defenders dont' know which one the attack is really coming from and it's extremely difficult to defend two targets against such a huge attack.
Last edited by Kltplzyxm on Wed May 30, 2007 1:00 am, edited 1 time in total.
Arkof
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Post by Arkof »

Gappy wrote:QUOTE (Gappy @ May 30 2007, 11:38 AM) MS also intended for tp2 probes to randomly explode when ships ripped into them.
Well, depends how you look at it. AFAIK MS originally implemented them as they are now and decided they were way too powerful so tried 20% chance to implode after each rip in an attempt to balance them. This didn't work and before the devs tried anything else support was dropped.

Personally I'd like to see them detonate after say 5 ships rip in. At the moment they are overpowered cheese. Previously they were almost worthless as a perfect 2 tp drop could result in getting 2 bombers to rip in.
Arkof
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Post by Arkof »

Another thought I've had about Ints is that the problem may be that we are playing on small-medium sized maps. It's rare to see a map played where you have to go more than 2 sectors to rape their miners. If we played on larger maps more often Ints wouldn't be as dominant a feature.
madpeople
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Post by madpeople »

i like them as they are now, when you consider the costs of a tp run and the time to set it up, you deserve to kill something, and if you get enough D to the base fast enough you can stop them
CronoDroid
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Post by CronoDroid »

Well, DN isn't a democracy, but nevertheless, I vote against any nerfs to INTZ.
Rand0m_Numb3r
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Post by Rand0m_Numb3r »

I have to go with weedo here.

it will make the good look better and the tards look worse if fuel was touched

i vote agianst but it really would not hurt my ability to kill miners
Beyond the clock tower.
Puggle
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Post by Puggle »

madpeople wrote:QUOTE (madpeople @ May 30 2007, 02:13 AM) i like them as they are now, when you consider the costs of a tp run and the time to set it up, you deserve to kill something, and if you get enough D to the base fast enough you can stop them
Also a poorly organised run can have the whole enemy team sitting in bbrs for a couple of minutes whilst you kill miners or make a run on their bases.
Vegeta
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Post by Vegeta »

THX for the proper USE of the abreviation.. INTZ...... and weed iz right.. Lower fuel and All U do IZ make it harder for less talented pilotz to get away from me or him.. I mean COme on... I only carry one extra bay of fuel.. BUlletz are more important kuzz a KB iz what Im alwayz aimin fopr.......I say Fix the KB ratio..... MAKE it one point per kill.... SO 20 killz iz a 20 bonus.... right up[ to 99...
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CronoDroid
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Post by CronoDroid »

Would make it harder to get a low KB, but much easier to get a high KB, but podkills would be abundant.

Veggy and I are kindred! Except I only watched DBZ when I was in Year 6/7/8. So around four to six years ago!
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