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18 May 2010, 08:33
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#1
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Dead
Join Date: May 2010
Posts: 6
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R37 ship stat fixes
I know ship stats are not final. And only offering suggestion, no big deal if they will not be considered
This time about ETD, I see it misses second steal ship, and there is two ships attacking DE with normal well one cloack.
So I would suggest changing Vendor normal to steal. Vendor could steal FR lets say, cos there is not frig stealer in game yet.
Now to balance things, if FR stealing FR is overpowered it could be changed to DE stealing FR, as there is more DE counters. Then move Infestor down to FR class. Also this would make Tycon not needed kinda, so its target then could be changed to kill FI, same cloacked in gal defence.
That is just my observations. Feel free to disscuss.
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18 May 2010, 08:43
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#2
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: R37 ship stat fixes
This should go to SD. Also, Zik needs some anti-fr.
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
Last edited by Mzyxptlk; 18 May 2010 at 08:52.
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18 May 2010, 08:58
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#3
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Registered User
Join Date: Apr 2002
Location: Noruega
Posts: 2,999
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Re: R37 ship stat fixes
Yeah, there has to be some typo with zik atm.
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"Cry havoc and let slip the dogs of War"
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18 May 2010, 09:01
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#4
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Dead
Join Date: May 2010
Posts: 6
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Re: R37 ship stat fixes
Zik can steal fi/co to gain anti FR. So I think it's fine for them.
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18 May 2010, 09:20
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#5
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Registered User
Join Date: Oct 2009
Location: Western Australia
Posts: 34
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Re: R37 ship stat fixes
I'd say the Bucc was meant to be their anti FR, at a guess.
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18 May 2010, 09:23
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#6
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: R37 ship stat fixes
Appocomaster> there are ALPHA (if that's not too strong a word) stats in terms of class, targetting, init, on the beta server
<Appocomaster> none of the efficiences, costs, armour, damage, emp res, etc are valid
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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18 May 2010, 09:45
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#7
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Arrogant Fck
Join Date: Jun 2002
Location: Helsinki, Finland
Posts: 1,031
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Re: R37 ship stat fixes
Gee wiz, you people actually needed Appoco to spell it out for you?
I spent the morning ridiculing people who were all brows furrowed and trying to analyze as best they could. Most your shouldn't be doing it regardless, but to try and analyze something that's not even reached a completed first draft...genius!
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[OLMIT] / [TreKronor]
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18 May 2010, 10:18
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#8
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Awesome
Join Date: May 2005
Location: The Hague
Posts: 291
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Re: R37 ship stat fixes
It doesn't have to be completed to see there are some flaws in it already. Discussing it might help Appo to fix it before moving on so what's your problem?
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Apprime PR - taking away ur problems since 2008
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18 May 2010, 10:25
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#9
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: R37 ship stat fixes
Discussing something that is not yet open to discussion is a big waste of time.
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<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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18 May 2010, 10:34
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#10
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Awesome
Join Date: May 2005
Location: The Hague
Posts: 291
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Re: R37 ship stat fixes
The whole game is.
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Apprime PR - taking away ur problems since 2008
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18 May 2010, 13:06
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#11
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Arrogant Fck
Join Date: Jun 2002
Location: Helsinki, Finland
Posts: 1,031
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Re: R37 ship stat fixes
Quote:
Originally Posted by Cain
It doesn't have to be completed to see there are some flaws in it already. Discussing it might help Appo to fix it before moving on so what's your problem?
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My problem is that this logic is faulty, because of how one goes about designing a set of stats. It's not as if they are created 50 ships at a time, one would think that this is obvious to everyone. As such, you don't revisit your earlier ships before the whole set is done, and the first draft always has a number of conflicts, most of which you are aware of, but there's no point in fixing them before the first set is done, because then you might just end up creating another conflict that has to be resolved again once the first draft is done.
Basically, let the man do his work and go outside for a week or so, it's not as if your opinions are worth much anyway.
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[OLMIT] / [TreKronor]
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18 May 2010, 13:56
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#12
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Banned
Join Date: May 2001
Location: Further to the right
Posts: 19,441
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Re: R37 ship stat fixes
Quote:
Originally Posted by Sun_Tzu
My problem is that this logic is faulty, because of how one goes about designing a set of stats. It's not as if they are created 50 ships at a time, one would think that this is obvious to everyone. As such, you don't revisit your earlier ships before the whole set is done, and the first draft always has a number of conflicts, most of which you are aware of, but there's no point in fixing them before the first set is done, because then you might just end up creating another conflict that has to be resolved again once the first draft is done.
Basically, let the man do his work and go outside for a week or so, it's not as if your opinions are worth much anyway.
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Tzu is pretty much right. I assume appoco is hammering out his first set on the beta server. As opposed to what, and anyone non-pateam, would do where you get the basics done on a spreadsheet beforehand.
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Some might ask what good is life without purpose but I'm anticipating a good lunch.
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