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Posted

There are 4 things I think would be nice:

 

1. Buff Repels

 

Only in 1 way: speed of the repel. This mainly ties into 2.

 

2. Lower Cost of Thors

 

With stronger reps comes cheaper thors (right?). So, make them $50 like in a time before.

 

3. Lower Prices of Items under 3000 exp

 

Newbies need the money more than long time players, right? So, I suggest all and every item under 3000 exp have its buy and sell price reduced by 1/2. It would be like double money for all these items only.

 

4. Money loss from having more EXP

 

Mostly a factor in leeching, but if this still is in effect, I think it could go. Expensive Alien Tech is enough of a goal, don't need to slash leech money by $1 for every 1000 exp too.

Posted (edited)

dont need to make repells any stronger, when lancing it is hard to recover from an offensive repel as it stands now.

Its also just as hard to recover from a large amount of bullets heading straight at you. I'd prefer a zone where bursts, energy, and PD weren't near unstoppable (except by itself ofc). Back when I last played flagging was like this:

 

-1 hope opposing team defense isn't strong enough, so you then bring small and/or fast ships and burst away and/or PD lanc

-2 have gunners supported by high energy rushers, and if your gunners + rushers > their gunners + rushers, you win

 

However back when I liked the zone better you weren't entirely reliant on this factor to win. Yourself could also create a defense through careful repping, or your gunlines were long enough that the way you aimed it could have more effect on the outcome of the game. Now, you are near useless without your rusher/gunner buddies if the opposing team won't let their lanc die easily enough.

 

In this time, small ships were worth more, and large ships weren't as good. Repels helped small ships stand against competent teams, bomblines were easier to break (a "rigged" bombline of today would be regularly broken), and skill generally felt like it had more outcome on the game.

 

Now, we have to hide from bomblines, thors are just as fast yet with worse repels, and to balance everything everything was essentially nerfed. Yet the thing is, while nerfing everything would balance things, buffing everything would too... and reduce the effect of things that weren't nerfed, like energy. Plus we wouldn't have to take away the entire concept of a "rigged" bombline, as just by having skill you could make much more easier for your team to get past it.

 

-Increasing gunlines increases BOTH teams capability to defend

-Increasing repels increases BOTH teams ability to rush as well as keep rushers away

 

And so, by increasing these 2 things, even stuff like PD weasel would be entirely beatable even if your team wasn't completely competent. Before, at least you could hide out at base front if your team sucked and had 0 rushers, instead of getting wiped. Beating PD flanking weasels reliably now basically means rushing into them (in empty space if necessary) with gunner support from behind, aka 2 people. Before, if you backed up enough, 1 person gunning was enough defense, OR a rusher could play all the roles and try to beat it too (if they were better than the flanker). Flanking was hardly as big of a problem as now, as long as it wasn't "outnumbered" flanking (aka multiple teams).

Edited by omnomnom
Posted

Increasing the speed of the repels doesn't help in any way against thors, so it doesn't justify making thors cheaper in any way.

If you increase the radius of the repels, that's a different story.

Posted

Increasing the speed of the repels doesn't help in any way against thors, so it doesn't justify making thors cheaper in any way.

If you increase the radius of the repels, that's a different story.

 

You're right... maybe raising repel radius would be a better idea then, rather than raising speed.

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