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Team:
Rank: Operator Main: Rendghast Level: 3504 Joined: Sat Jan 03, 2015 12:47 am Posts: 512 |
So as I am driving today, I am thinking over the bauxite issue from this morning, and I realize both I and hober are apporaching this completely the wrong way!
Hober holds that the jungle ships are to strong and thus wants ship tech increases removed. I hold buaxite is over priced and want it increased, but a simple fix to the ships covers both of these issues! The only thing really impressive about jungle ships is their resists. Average speed, ok stats, no inbuilts, ok weapon hold and hull. Conversly, the only reason aluminum sheets even exist is to counter balance those resitances. So let's deal with both issues at once. Reduce the resistances of the jungle/primal ships to 35/40 average, and replace the aluminum sheet requierment with titanium sheets or bronze or something on that level. _________________ |
Thu Oct 12, 2017 11:32 pm |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
So, weaker but cheaper. The whole intent of that place is where you'd group up as a level 150-200 player to do the bosses and build the items. If the Primal versions were better (like, besides their small hull bonus), maybe I'd agree that the normal ones should be cheaper and weaker, but they're not and you're not suggesting they be buffed.
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Fri Oct 13, 2017 2:17 am |
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Team:
Rank: Operator Main: Rendghast Level: 3504 Joined: Sat Jan 03, 2015 12:47 am Posts: 512 |
Max235 wrote: So, weaker but cheaper. The whole intent of that place is where you'd group up as a level 150-200 player to do the bosses and build the items. If the Primal versions were better (like, besides their small hull bonus), maybe I'd agree that the normal ones should be cheaper and weaker, but they're not and you're not suggesting they be buffed. Relatively, I am suggesting they be buffed, i am suggesting that compared to the normal ones they get a 5% resistance increase...it is simply that i am suggesting nerfing the normal ones so hard.... _________________ |
Fri Oct 13, 2017 3:05 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
I will say that I was disappointed by the small boost you get from the Primal versions. It doesn't seem worth it for a new player who's just leveling up.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Fri Oct 13, 2017 9:50 am |
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Contributor
Team:
Rank: Soldier Main: Hober Mallow Level: 4921 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
The Primal Versions are amazing without ship tech upgrades existing in the game... Although I guess if they were tech 15 or 16 they'd be even better.
_________________ http://www.starsonata.com/suggestions |
Fri Oct 13, 2017 11:08 am |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
For upgrading to Primal, you get:
Primal Leopard 300 -> 330 hull Primal Monkey 500 -> 550 hull Primal Tiger 600 -> 630 hull Primal Elephant 800 -> 880 hull Primal Bear 1104 -> 1204 hull, Rate of Fire +20% -> Rate of Fire +30%, Shields +325% -> Shields +340%, Energy +325% -> Energy +340% |
Fri Oct 13, 2017 12:23 pm |
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Contributor
Team:
Rank: Soldier Main: Hober Mallow Level: 4921 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
You also get 2 tech levels.
_________________ http://www.starsonata.com/suggestions |
Fri Oct 13, 2017 2:44 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
MasterTrader wrote: You also get 2 tech levels. But tech levels don't mean a lot when you can tech any ship up to 19. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Fri Oct 13, 2017 4:07 pm |
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Contributor
Team:
Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
This is why ship tech upgrades are dumb
_________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Fri Oct 13, 2017 4:11 pm |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
Why were they added in the first place?
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Fri Oct 13, 2017 4:41 pm |
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Team:
Rank: Peon Main: urzaserra2 Level: 4880 Joined: Wed Apr 06, 2005 1:34 am Posts: 673 |
So that players could keep ships they liked longer, so they wouldnt have to constantly obtain augmenters for new ships, and also to help fill in any tech gaps for ships, like the t ~14-19 area.
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Fri Oct 13, 2017 6:01 pm |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
urzaserra256 wrote: So that players could keep ships they liked longer, so they wouldnt have to constantly obtain augmenters for new ships, and also to help fill in any tech gaps for ships, like the t ~14-19 area. Sounds like lazy developers to me. With enough baseline ships and ship upgrades, all this could be avoided while retaining the metagame of having to think about which ship you want to play in. Like for example I like the AWC, but I must accept I can't have a T22 AWC. I could get a Vacohar'ayu, though. The AWC all things considered except for augmenters, is more powerful than that Vaco. But the Vaco get access to T22 augs. And that comes up to another point. As soon as you hit T20, this goes out the window: Quote: So that players could keep ships they liked longer I don't get to have a T22 UZ ship, T21 Rosmarinus, T22 EFDN, or T21 Vulture. And before Hober chimes in about the Hawk, please note it doesn't use the same model as the Vulture. |
Fri Oct 13, 2017 10:24 pm |
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Team:
Rank: Operator Main: Rendghast Level: 3504 Joined: Sat Jan 03, 2015 12:47 am Posts: 512 |
Max235 wrote: Why were they added in the first place? I am going to speculate as a check on power creep. If the dev team introduced a jaw droppingly powerful ship at, say, tech 12, then everyone would use that at all tech levels and the dev team would know they had to nerf the ship instead of waffling with excuses. Which is actually a very intelligent and self aware dev team. _________________ |
Sat Oct 14, 2017 1:20 am |
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Contributor
Team:
Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
You don't wanna know how much I had to discuss before they removed the t20-22 upgrades
_________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Sat Oct 14, 2017 3:10 am |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
Ideally if you had something like 30-40 ships at each tech level past Tech 9 with advantages for picking one ship or another, this wouldn't be a problem.
So it bespeaks of lazy developers. |
Sat Oct 14, 2017 5:05 am |
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