Hunter-killers are awesome missiles vs light ships. The problem is that they can still be countered by CMs and the price of destroyers is a bit prohibitive.
I remember cap ships in the MS days and it was a better system than what DN came up with imo.
SY was like a normal tech tree, you only paid for what you wanted instead of paying a lot of money for stuff you never planned to use. Of course, buying all tech is cheaper now than it used to be, but it's still a nerf imo.
IC MF rushes were much more powerfull when the MF research was 7.5k instead of 18k.
Capital Ships
Yeah, I'd like a "more missile/faster lock/faster reload rate" change possibly with a damage nerf. One of the problem I have with hunter-killers is that 1 missile often brings down an enemy to 15% hull and I need to wait for a long time for the reload to get the kill. Even with the same Damage per second, this could be a serious boost to destroyers.
Fixing SY:
- make all SY ships FREE except those who can destroy major bases . So vettes, devs, dests, AS,AC, etc = free.
- reduce greatly cost of ships that can destroy major bases : $1000 for a frig, $2000 cruiser, $3000 for a battecruiser something like that
THEN
- you want to play the same boring games we play now: simply turn SY off
- turning SY on means you want to play caps games, exp/sup/tac becoming secondary tech in such games.
At least this way the 'sy flag' would have a real meaning.
- make all SY ships FREE except those who can destroy major bases . So vettes, devs, dests, AS,AC, etc = free.
- reduce greatly cost of ships that can destroy major bases : $1000 for a frig, $2000 cruiser, $3000 for a battecruiser something like that
THEN
- you want to play the same boring games we play now: simply turn SY off
- turning SY on means you want to play caps games, exp/sup/tac becoming secondary tech in such games.
At least this way the 'sy flag' would have a real meaning.
KGJV wrote:QUOTE (KGJV @ Jul 8 2009, 07:52 AM) Fixing SY:
- make all SY ships FREE except those who can destroy major bases . So vettes, devs, dests, AS,AC, etc = free.
- reduce greatly cost of ships that can destroy major bases : $1000 for a frig, $2000 cruiser, $3000 for a battecruiser something like that
THEN
- you want to play the same boring games we play now: simply turn SY off
- turning SY on means you want to play caps games, exp/sup/tac becoming secondary tech in such games.
At least this way the 'sy flag' would have a real meaning.
Pretty much have to agree. Free/near free ships would work most consistently over a broad range of team sizes. Might require some slight tweaking of tech, but that can be sorted out later.
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How about raising SY build/research times a lot? Say, 30 min research time or so. That way, you need a complementary tech for the midgame, and endgame has a natural start when the capitals start rolling out. Also makes defending your shipyard an important game element with a lot of tactical implications.
Sounds like a fast way to make IC SY super duper powerful againKGJV wrote:QUOTE (KGJV @ Jul 8 2009, 08:52 AM) Fixing SY:
- make all SY ships FREE except those who can destroy major bases . So vettes, devs, dests, AS,AC, etc = free.
- reduce greatly cost of ships that can destroy major bases : $1000 for a frig, $2000 cruiser, $3000 for a battecruiser something like that
THEN
- you want to play the same boring games we play now: simply turn SY off
- turning SY on means you want to play caps games, exp/sup/tac becoming secondary tech in such games.
At least this way the 'sy flag' would have a real meaning.
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.


