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Lobby Chatlog - State of Play |
BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-01-17 20:01  
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On 2006-01-17 19:08, Bobamelius wrote:
No, not armor swapping; I mean replacing damaged armor with an entirely new, 100% plate from cargo. Which is illegal.
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That's allowed...
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On 2005-12-14 16:54, Drafell wrote:
In reference to armor swapping.
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On 2005-12-14 01:41, Scotty wrote:
There was a lot of discussion on this yesterday in the lobby. I made a clear statement to this point.
If you are using Armor out of cargo that is precharged - you are exploiting the timer. If you are changing the Armor form one panel to another it is not realistic but not an exploit.
I hope that clears this up.
Scotty
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Regardless of players' personal opinions, "armor rotation" is NOT an exploit despite the improbability of being able to do so. This is the official staff postition. So please can we stop the constant arguements (it is not widely used anyway), and get on with playing the game.
We will continue to monitor the situation.
That's it, end of discussion.
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You're not allowed to store armour in cargo for swapping though.
[ This Message was edited by: BackSlash *Jack* on 2006-01-17 20:03 ]
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shine Cadet
Joined: September 21, 2001 Posts: 153
| Posted: 2006-01-17 20:24  
21:50:43 [Admin]Tael: "well the current ship layouts were done by gideon and he was a staunch UGTO player."
Hehehe =)
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Nothing to see here...move along.
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ReZ Vice Admiral
Joined: March 18, 2004 Posts: 59 From: Eh?
| Posted: 2006-01-17 23:51  
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On 2006-01-17 14:10, BackSlash *Jack* wrote:
FACT: Did you know K'luth had NO armour back in the golden olden days (way before 1.480)? Back then they where fine, and managed to play succesfully, IF they played together and set up tactics.
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if your thinking 357 or something along that line, K'luth were considered heavily overpowered. Especially with the PB war machine. I dont recall armor being that weak though, then again not many noticed with the super ganglia's and decent siphon dreds.
I'll admit, back then it was primarily shadow tactics, but the main element was fear. Weapons did a crapload of damage in one alpha, which i've come to believe is what most K'luth players liked and considered the 'norm'. If we are 'meant' to be played as a first strike species then our weapons should match the criteria accordingly.
I could be mistaken with the time period/stats. Old age= bad memory. So if anyone could remember the specs from way back when, then i'd love to read up.
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Quietly confident Admiral
Joined: June 28, 2005 Posts: 215 From: Luna, Sol.
| Posted: 2006-01-18 00:39  
YEY! Teal's got the jest of it, i can't wait for this version 2 be released.
SC
[ This Message was edited by: Screaming Chimera on 2006-01-18 00:40 ]
_________________ Commander of the Carrier Dreanaught Meriwether Lewis
Commander of the Heavy supply Ship Laden
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-01-18 01:18  
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On 2006-01-17 20:24, shine wrote:
21:50:43 [Admin]Tael: "well the current ship layouts were done by gideon and he was a staunch UGTO player."
Hehehe =)
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Yet he still got the EAD extremely wrong :/
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2006-01-18 02:48  
Nah, the developers had a meeting and decided to heavily neuter one ship per faction. The EAD won the vote for UGTO. So despite any staff biases, the EAD got a kick in the junk, as it were.
Also, you previous post seems to contradict itself. It seems like you're disagreeing and then agreeing with the same thing, albeit with slightly different wording. Armor can be swapped around if its mounted. But you can't carry backup armor in the hold to stick in when your current ones get low. And we would prefer you just not change things around at all, but ..
I would prefer we make gadgets reset to 0 when removed from their slot; that would seem to solve most problems.
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-01-18 03:43  
Havn't slept in a few days, must of read it and thought it to be something different, woopsies!
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Bobamelius Grand Admiral Galactic Navy
Joined: October 08, 2002 Posts: 2074 From: Ohio
| Posted: 2006-01-18 09:33  
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You're not allowed to store armour in cargo for swapping though.
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Good God Jack,
I think you need this:
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c0ld Midshipman
Joined: June 24, 2003 Posts: 342 From: UK
| Posted: 2006-01-18 13:56  
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On 2006-01-18 02:48, Shigernafy wrote:
I would prefer we make gadgets reset to 0 when removed from their slot; that would seem to solve most problems.
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You mean like it always used to be? Sorry mate, as you well know, F has said there's no going back!
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-01-18 14:12  
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On 2006-01-18 13:56, c0ldfury wrote:
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On 2006-01-18 02:48, Shigernafy wrote:
I would prefer we make gadgets reset to 0 when removed from their slot; that would seem to solve most problems.
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You mean like it always used to be? Sorry mate, as you well know, F has said there's no going back!
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Going back, as in going back an entire version. Simple things such as this, are childs play to Faustus.
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c0ld Midshipman
Joined: June 24, 2003 Posts: 342 From: UK
| Posted: 2006-01-18 14:45  
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Simple things such as this, are childs play to Faustus.
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So... hmm.. that would mean he's too 'grown up' to play then? Or maybe he prefers more complicated challenges? *Shrugs* There has to be a reason why he hasn't fixed it, after so many months, if as you say it's soo simple for him. Bah, it'll come to me soon I'm sure.
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-01-18 15:16  
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On 2006-01-18 14:45, c0ldfury wrote:
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Simple things such as this, are childs play to Faustus.
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So... hmm.. that would mean he's too 'grown up' to play then? Or maybe he prefers more complicated challenges? *Shrugs* There has to be a reason why he hasn't fixed it, after so many months, if as you say it's soo simple for him. Bah, it'll come to me soon I'm sure.
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It might be because he has a wife and children to support and darkspace doesn't make enough money for that, so he has to find other jobs, which requires moving all over the place to find such jobs, which means there isn't much spare time for DarkSpace. Faustus most probably loves this place with all his heart, and it probably kills him inside (the fact that he can't spend as much time as he would like, or money on HIS game).
You see, making MMO's is easy for companies such as Blizzard or SOE (not mentioning SWG here). They have a huge buget for advertising and hiring. Faustus doesn't have that, and is forced to do what I mentioned above. I was under the impression that even YOU would know this c0ld...
Seems I was wrong...
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Crim Fleet Admiral Sundered Weimeriners
Joined: March 16, 2003 Posts: 1336
| Posted: 2006-01-18 15:59  
He could ask for help though, No one would think less of him.
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Enterprise Chief Marshal
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2006-01-18 16:19  
Much of what I would have liked to say has already been said...
But I see alot of argument on K'luth.
In truth, they have every right to complain about their situation, however, alot of Kluth need to realize somethings.
That being, your not ever going to have a 1.482 Kluth. Ever. Again. Period.
Not only would I doubt Tael would be a fool to do so, the wrath of every player non-Kluth would suffice.
We need to realize what KLuth is based on. It matters not what you feel they should do, its about what their original design is and how it fits in with the rest of the game.
Now...
Kluth itself is supoosed to be the kind of stealth, hands down. Their defence is supposed to suck - and yeah, one or two alphas from a large ship should rip it to pieces.
Kluth can be thought of as an 'advanced' faction because it requires more than spacebar mashing and rushing foreward to win.
The concept of Kluth is to work as a team, in a team. Stragglers - your supposed to die.
You weapon? Cloak. It needs some changes, such as of course -
Shorter Cloaking times, shorter uncloaking times. For the reason, that with armor so weak, anything more than 3 seconds either way is too damn long[/b].
Weapons on Kluth, they should be more powerful than any human variant, and they should have the speed to rush in and deal swiftly.
But they are not - ever - meant - to - hold - out. If you want to hold out in a fight, go join ICC.
Kluth relies on stealth tactics. Only, stealth tactics, and numbers. Those two together makes Kluth one very, very deadly race. You will see the effectiveness of a team when you get three Kluth together - and when cloaking is fixed - and see how powerful it is.
Jack is also right - there was a time as near as 1.475 where Kluth had no armor at [i]all and their weapons were hardly any different than they are now; they did extremely well at what they did, but they had a decent cloak too.
-Ent
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Crim Fleet Admiral Sundered Weimeriners
Joined: March 16, 2003 Posts: 1336
| Posted: 2006-01-18 16:49  
Well..
Kluth-
Armor- We arent supposed to have equal armor, but weaker...Even though we dont like the armor now, this is how it was ment for us to be. The only problem with our armor, is how it's placed on a ship. Giving us one extra layer of armor, would be able to help this. It wouldnt overbulk our armor, but allow us leeway to fire weapons and cloak. Also, arrangment on the ship is another problem.
For cruisers, do as the other factions, and make the scale have it's main armor on it's fore,and sides. The other cruisers, portion these around the ship, equal on all sides. For Destroyers, all is fine there. For Dreads, most of the dreads capabilities are on it's Fore, so take one away from it's afte, and place it there..
Weapons- Ent was right, we wont be like we where in .482, or even in earlier versions. Our weapons do need to be stronger though, simply to balance out the armor...Dont make them OMFG strong,no, but only alittle stronger than the human counterpart to it.
Cloak- Cloaking is a problem..Cloaks create a field around the ship, making it invisble to sensors, and the rest of that. It should do the same with beacons. If it made the cloaking time slower, that'd be A-O-Kay!
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