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 Post subject: Plane Rebalancing and Combat Tweaking
PostPosted: Mon Aug 09, 2010 8:50 pm 
Snuggler

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Please post any relevant suggestions, thread links, etc here.


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 Post subject: Re: Plane Rebalancing and Combat Tweaking
PostPosted: Mon Aug 09, 2010 9:17 pm 
Moostro

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viewtopic.php?p=92031#p92031 Ikkyo tiering thread
viewtopic.php?f=2&t=6256 Amira tiering thread

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 Post subject: Re: Plane Rebalancing and Combat Tweaking
PostPosted: Wed Aug 11, 2010 5:40 am 
Smashing Pumpkins

Joined: Sat Jan 19, 2008 12:22 pm
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From this thread:
Amira Navaras wrote:
Now, the armor system isn't really a contributing factor to fight difficulty. I feel that having infinite resources doesn't make combat necessarily easier, it instead completely changes the way we fly and fight in very negative ways. This system has become a bad thing in itself. It removes risk, it removes reward, it removes incentive to play with care and thought. It removes causality and consequences. There is no reason at all that I shouldn't airbrake in front of an oncoming swarm and hold space until they all disappear, because my actions are not rewarded. And that takes a lot of fun out of the game, and that's a bad thing. What do we get in return? Honestly, not much: individual combats are harder, due to reduced armor. Reloading adds a little difficulty, and a little frustration, and a lot of grind. Armor regen lets us continue fighting after a loss, and that is definitely good. But there are other methods to do that with fewer drawbacks, and they should be considered.

There's a question of how many consequences we want from combat. This is a casual game, and while many players enjoy combat, only a small percentage are actually skilled at it. Nearly everyone wants some of the rewards from combat (especially combat points, but also gun mods), but some penalties are too harsh (I hate morale because I was stupid enough to hire an eager navi).

Rewards: Carriers (and similar boss battles) are great for showing who has skill, who is just plain persistent, and who is avoiding combat altogether. Taft liked my idea of top ten lists for each legendary. Many people like the idea of salvaging ammo and armor; there was also a neat suggestion of salvaging some special resources that could be used for crafting.

Penalties: I wouldn't mind gaining a bad condition every time I'm shot down, and having pirates steal cargo again. What about crew getting a tiny experience penalty for each shield of armor lost? Didn't we use to have high score lists showing win/loss ratios for each player?

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 Post subject: Re: Plane Rebalancing and Combat Tweaking
PostPosted: Wed Aug 11, 2010 5:47 am 
Dev Eyepatch

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Kalin wrote:
What about crew getting a tiny experience penalty for each shield of armor lost?

Spoken like someone who's never flown a blimp into combat.

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 Post subject: Re: Plane Rebalancing and Combat Tweaking
PostPosted: Sun Jan 09, 2011 12:17 pm 
Smashing Pumpkins

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My alt is flying a Nomad, and I have to say it's the worst plane in the game for combat, even worse than the 2.3 Mastiff. It has the worst acceleration in the game, the least amount of ammo, tied for least armor and maneuver, and second-worst max speed. The only combat stats that are better than a CR4P are its 1 AC and medium gun mount, but that gun cannot fire forward or even to the sides. Oh, and the gun is mounted on the wing instead of the tail, so the range is nearly equal to a small gun.

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 Post subject: Re: Plane Rebalancing and Combat Tweaking
PostPosted: Mon Jan 10, 2011 7:55 am 
Legend

Joined: Mon Feb 11, 2008 8:54 am
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Kalin wrote:
2.3 Mastiff.


What? The old Mastff was a great fighter for a T1!

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 Post subject: Re: Plane Rebalancing and Combat Tweaking
PostPosted: Mon Jan 10, 2011 2:57 pm 
Helpful

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