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hit ratio's |
Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2007-06-05 17:40  
Was wondering, i remember in the past that there were plans to implement hit ratió's for the lasers.
the basic idea was if you target a big ship your more likely to hit it than when you try to kill a scout with a Heavy chem.
is this still in the works or not?
[ This Message was edited by: Axianda on 2007-06-05 17:44 ]
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2007-06-05 18:58  
Well, considering the only way a dread can kill a scout is if the scout gets within beam range..
I was always thinking of this as well, but for some reason I never opened my mouth about it.
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2007-06-05 19:45  
There was talk about it, but then we realised a small ship would have to get within beam range, and when you're a new player, sometimes you just have to learn the hard way.
It doesn't add anything to the game, and it's far easier to balance such things out via other methods.
[ This Message was edited by: BackSlash *Jack* on 2007-06-05 19:46 ]
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2007-06-07 12:09  
Implementing any hit ratios takes a large part of the skill out of the game. It no longer becomes about your personal skill at dodging weapon fire or getting within range, instead it's about luck of the dice rolls.
Do we really want DS to become another EvE?
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2007-06-07 16:32  
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On 2007-06-07 12:09, Drafell wrote:
Implementing any hit ratios takes a large part of the skill out of the game. It no longer becomes about your personal skill at dodging weapon fire or getting within range, instead it's about luck of the dice rolls.
Do we really want DS to become another EvE?
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truth in that. ill grab the hardcopy of the idea and burn it..
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2007-06-07 18:10  
ooo dice rolls, that could be fun
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2007-06-08 08:04  
Well, cannons hit automatically unless the foe evades, so I don't see why it should be different for beams. The only difference is how one evades the different types of weapon.
Beams, you have to stay out of range and arc, cannons, you have to maintain a changing velocity. It's all in skill, technique, and the limitations of your machine rather than luck.
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Enterprise Chief Marshal
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2007-06-08 11:47  
Because Geja, beams are insta-hit weapons. Theres no way to 'dodge' it with skill in a game. It would only be able to be simulated through a randomized dice roll based on speed and that would therefore, take out the skill factor.
-Ent
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Captain Splendid 1st Rear Admiral
Joined: January 01, 2007 Posts: 119
| Posted: 2007-06-08 14:24  
Beams are what stop smaller ships getting within 250gu of a dread (well, beams and flux). That's how I remember it. They're short range weapons anyway, so having them as instant-hits seems fine.
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2007-06-08 16:18  
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On 2007-06-08 11:47, Enterprise wrote:
...Theres no way to 'dodge' it with skill in a game...
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Hmm. No, there's no way to dodge a beam. You evade beams, staying in a position where the enemy cannot hit you. Since firing a beam hits automatically, that means you have to prevent them from firing the weapon.
So, you stay out of range and/or arc. No arc, no range, no firing, no being hit by beams.
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2007-06-08 17:05  
well we could always force ppl to manually target beams to make full use out of them. Sort of have it put into the game that onced fire the beams longer track the opponent. The only way of hitting the full capacity of the beam is manually aim the beams and contunually adjusting the direction to hit the enemy. As a compensation to make beams effective, increase beam damage and possible beam thickness.
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2007-06-08 18:09  
Methinks that they're fine as they are. I'm not sure how many people will be able to fly their ships, aim their mice, hold down the manual target key, and press the "fire beams" button all at the same time.
Correct me if I'm wrong, but most beams are supposed to be good at hitting small, fast targets at close range. Having to manually aim them would make them good only against big, slow targets at close range.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2007-06-12 20:14  
Quote:
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On 2007-06-08 11:47, Enterprise wrote:
Theres no way to 'dodge' it with skill in a game.
-Ent
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What about a Barrel roll?
No, I'm serious.
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Enterprise Chief Marshal
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2007-06-13 01:12  
Wrong kind of lasers Robbeh. :/
-Ent
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DarkSpin Captain Sanity Assassins
Joined: August 03, 2005 Posts: 651 From: Somewhere in the USA
| Posted: 2007-06-13 01:35  
lol
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