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Posted: Tue Jun 24, 2008 2:11 am
by Death3D
Figs are the most bashed small ship in the game. Slow, Too short ranged, shred to pieces at too short a range, only a tad less blind than ints, loud; they're not much more efficient than any ship at anything.

Perks include missiles, mines, shields, and rip ability. Everything else is either a necesity or a detriment.

Now, since some time back I've been (foolishly?) pushing for the redefinition of a fig's role, since the one they had intended for them (innitial game devs, i think) falls WAY short to every other ship.

This thread I've posted in an effort for a community brainstorm towards balancing figs as a ship choice.

I'll start with one that's a little more wacky than usual, hoping next posters will bring in the more conservative ones.

Now this might be crazy, but thinking about the good points of Phoenix as ideas, I came across the Hyper-boost, which used to augment speed while diminishing sig. I thought this could be a perfect way to switch the fig's way of use, in which a fig could diminish it's sig in short stretches (as a fuel load lasts) and still move in on targets, giving it more of a chance to get away from any fight, or those precious seconds towards going in for a kill.

Repercusions? What say you?

Posted: Tue Jun 24, 2008 2:37 am
by Kltplzyxm
Slow yes... short ranged, no. The ability to rip makes them long range. The only difference is that they can't do reflex strikes as quickly as ints can. The difference is that flying figs requires PATIENCE, which nobody seems to have. They're too busy wasting fuel to get to places. Let the int nerfs happen. Fig fuel and/or intrinsic speed should be perked for all factions and lets let the changes a little bit at a time. I dont' think we need anything drastic yet as SUP does prove itself in large games as being a dominant force.

Posted: Tue Jun 24, 2008 2:45 am
by Sushi
Mr. K has it right. Nerf int fuel slightly, perk fig fuel and speed slightly. That should be enough.

Maybe, if those aren't enough, make seeker and QF a bit more dangerous to ints, at least at level 3.

Posted: Tue Jun 24, 2008 3:33 am
by Death3D
That's the thing, I really don't think a fig should be about taking down ints, but the targets the ints guard, right under the ints' nose.

Posted: Tue Jun 24, 2008 3:46 am
by Evincar
i'd love to see figs a bit faster on base speed (same accel as now, so they don't lose their clumsyness (is that well written?), but a further top speed, so they can make a difference with an interceptor on the long run (maybe go to 130 on adv figs?))

Posted: Tue Jun 24, 2008 4:37 am
by Correct
Death3D wrote:QUOTE (Death3D @ Jun 23 2008, 07:11 PM) Figs are the most bashed small ship in the game.

What say you?
Scouts?

Posted: Tue Jun 24, 2008 4:46 am
by Death3D
Prox, Scan range, nan, high base speed.

Hell hunting a miner in a hvy scout is a lot easier than it is in an adv fighter.

Posted: Tue Jun 24, 2008 7:58 am
by apochboi
Evincar wrote:QUOTE (Evincar @ Jun 24 2008, 04:46 AM) i'd love to see figs a bit faster on base speed (same accel as now, so they don't lose their clumsyness (is that well written?), but a further top speed, so they can make a difference with an interceptor on the long run (maybe go to 130 on adv figs?))
10MPS isnt much of a perk. Figs are fine, some of them are a bit too fat. But I think they are fine. Also, hyperboost was only for Vanguards. Heavy booster is just as good.

Posted: Tue Jun 24, 2008 10:57 am
by juckto
Off topic: I always overboost using hvy boosters, then run out of fuel earlier as I try and compensate. Or rather, I can't use the booster as a brake like I normally do because I'm 1) moving faster and 2) run out of fuel too soon. I need more practice.

Posted: Tue Jun 24, 2008 3:03 pm
by Adept
apochboi wrote:QUOTE (apochboi @ Jun 24 2008, 10:58 AM) Figs are fine, some of them are a bit too fat.
I love fighters, but I have to agree with Apochboi.

I'd also rather see balances in (small) nerfs rather than perks. If we try to balance things by perking things, the skill element of the game will be lost more and more. Making some of the figs less fat (especially IC) is welcome though.

Small tweaks to other things will help the fits come to their own.

/repeated from the other thread, because balansing figs is mostly about ints really.
Bring up the sig of ints, reduce the fuel load a tad and make PP's droppable only by scouts. Suddenly the int vs. other ship equation looks much more balanced.