(12-11-2023, 12:38 PM)Haste Wrote: An hour is already really short in practice and I've seen fights drag on long enough for re-engagement to happen which is atrocious. This is also an RP server. The suspension of disbelief required when that Rogue you shot down just an hour ago comes back to New York is already pretty significant. Let's not make it worse by having them arrive fifteen minutes later after their miracle escape pod saved their ass for the third time in the same fight.
Other people pointed out other issues with variable death timers like new player friendliness (pretty much the number one concern when it comes to rule changes), etc.
While the idea has merit, the current design of the game does not mesh well with it. I've already made similar suggestions regarding the shortened timer and "ticket-based" system for DM-launched snubs, that have received similar responses.
Basically, for this to fly, you'd need to redesign it into a completely new game, making snubs squishier when faced with caps and each other. Unfortunately that seems to be the complete opposite of where the mod is currently heading.
But there is one thing that could be improved, and that is to shorten the docking time a bit to allow more use of combat docking, like in the old version. I think it's now set to what, 11 seconds ? In any case attempting to use a DM in a combat situation now is only going to cost both the carrier and your snub more nanobots / hull damage that you'd "save" from a free repair.
(10-15-2023, 04:11 PM)Genocide Jill Wrote: That was not a problem for years and now it suddenly is? Seems like wasted effort when developers have a bunch of other, frankly more important matters to attend to.
It could be said that starting players in an unknown area, has affected the population of the mod for many years. I'm simply just bringing it to the attention of this forum today.
I believe dev time for potentially such an important shift is justified. Population is key.
To expand further, I stopped playing Discovery many years ago. Maybe 5. I did the vanilla campaign some months ago for the first time in maybe 8 years.
I downloaded the mod today, from my own YouTube tutorial instructions, and logged on. Undocked Pennsylvania and instantly realised it is different. What I felt? Unfamiliarity. Questioning whether I have time to try and learn everything again.
I logged off and made this post. That sequence of events is likely for a majority of old Freelancer players and Veterans.
My question is simple, why get in the way of what people expect? They know Manhattan, we used to start in Manhattan, why keep Pennsylvania with now population not being what it once was.
(12-11-2023, 09:52 AM)LaWey Wrote: While initialy 2 hours PvP dead period was once reconsidered to 1 hour, why not go further? Some ideas after talking with returning folks.
All times below serve illustrative purpose for discussion, not a direct balance proposal (no need nitpick at them). 1. Class-based timer:
Fighters/Bombers - 15 min
GB/Cruisers - 30 min
Bcr/BS - 1 hour
Freighter - 30m
Transport - 45m
While i like this ideas, i have to note such modifications....
Transports should have the less timing in await times, why? well, they are practically defenseless, Fighters and Freighters should be able to get back after 30 minutes have passed, while Bombers and Gunboats in 45 minutes and everything else at 60 minutes as how is now ... ¿why?
Well, Reason is as follows, i have seen fights lasting that 45 minutes in there, i record it, 2 experienced pilots of course ... but still doable, so your propose isn't like should be avoid, but changed the times, to remark, this should be the final list place in here
Transports/Liners - 15 minutes (They are defenseless anyway)
Fighters and Freighters - 30 minutes (They have more offensive capabilities)
Bombers and Gunboats - 45 minutes (Due having such powerful weaponry, 45 minutes sounds a good fill for it)
Crusiers, Battlecrusiers, Dreadnoughts, Battleships, Carriers and everything else - 60 minutes (This is reasonable, a capship lost should not be able to came back too soon to the system)
But as i hate to accept it, because @Haste say it before, there are some fights have taken long enough for a re-engagement to happen, so ... maybe isn't the best idea, while probably can be accomodated the transports only, and rest is for whole hour, in normal issue ...
So .... adding a new rule that you cannot "Re-Engage" against same enemies in a fight? i belive will be too complicated for such ...
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I'd like to put some of my own experience here to see if it can help
The disco pvp death timer I think is one of the trickiest rules i've seen in a video game.
Logging while "pvp dead" is always for me a dangerous game. Because although you may have no intention of breaking the rule, the natural course of a RP might dictate that you do and it is just plain difficult to foresee.
Although you "can" try to work around a timer to continue an rp with someone (or join with faction/friendlies that just logged) it's better that you don't because you're not exactly sure how things will pan out.
(12-11-2023, 10:30 PM)Earl Campbell Wrote: The disco pvp death timer I think is one of the trickiest rules i've seen in a video game.
Logging while "pvp dead" is always for me a dangerous game. Because although you may have no intention of breaking the rule, the natural course of a RP might dictate that you do and it is just plain difficult to foresee.
I don't think you understand the PVP death rule at all, honestly. It's super simple:
- do not fly around the system you died in / leave the system and do not come back for one hour
- do not initiate engagement with the ship(s) that killed you