Posts by Mr_Verbose

    I'm moving to UK in this year too. I'll be hugging cold Scotland, Edinburgh probably.


    He's lying about the weather, I was there in last november and december, it wasn't that bad (besides that people of albion go batshit crazy when it's snowing and they don't have winter tires, so they literally slide on frozen streets, I was laughing my ass off seeing it). The gardens on Princes Street in Edi were still green (NOVEMBER) when I came. Cool vegetation in UK.

    yup, that was heavy trolling, he said that he can handle me and shs in the same time, so we stopped fighting each other (sic!) and tried to fight him .


    he also said he bought those guns.


    brotherly reunion of cop and pirate against cheater :D

    There are two thing that I find quite mean. First is: when I'm shooting with guns while doing a turn, if I roll my targeting reticule over one of menus - contacts or weapons - I stop shooting and can't shoot in that place. The only solution for now is to minimize menus. Is it possible to make them transparent for game so shooting "thru" them would be possible?
    Second is: I know that I can always push F6 and see map, but wouldn't it be possible to include a little map of the system in left upper corner in the new interface?

    Quote

    What about closing the buy every Weapon possibility at Issos and the Ouposts, so if you want a Ripper Mine or a Sunslayer you will have to change your Rep and so on also like in Vanilla.


    Very nice idea. It would be awkward to ask a pirate to buy me some sunslayers from Bruchsal, but in the end it would increase funny player to player interactions.


    Deeeeeper, more realistic, great.


    And about those Mega-trade-runs: Epic trade route from DK systems in Inner Core to Atka research or other research stations with huge profit and huge risk factor (ie.: you have to get that train to weth alive first!) would spawn caravans. If one train could make about 100M profit, then it would still be profittable to get clan friends or hire mercs to protect train to weth (they can die in weth without docking at Mirtrrak) or even the whole way back to Sirius. Imagine caravans of 3 trains with few fighters to defend them. 300M / let's say 7 players (4 fighters) = 42M. Not bad. Might be even better if you risk more and get only one fighter :D


    Damn, mercs, this would be great for you - imagine RP buisness of IC->Weth escort. Whole new buisness! Epic idea Daywalker.

    I'm all into reputation based-market and definitely into BMGs accessible only to guys with good rep to the given selling station.


    Huor: trains have to be accessible to everyone - what about traders and miners? They don't smuggle, they are legal.


    Seeing PX struggle with every cop faction NPCs in game: priceless.

    While I started my career as a heavy missile user, after a while in combat I lean towards Neme/Cata + 4 guns builds or guns only. If only my accuracy was a bit better...


    Guys, btw who the hell is Stass.Allie? He started the fighting yesterday and interrupted my 1v1 today. Annoying.


    But ad rem: I see very good RP lately showing up. Today nomands paid the fine while he was in BS and I was in train. Encouraging!

    UR Nomad Pacification Squadron reports as follows:
    * uncountable ammounts of shot down Nomad fightercrafts
    * heavy losses in Nomad perimeter defense fleets
    * 1 pilot MIA in LP


    I was able to make it to the end at OG and I want to congratulate PX on mission success. The intelligence gathered in this operation shows, that Nomad threat is not over yet and we have encountered very heavy resistance in Unknown systems. Heavy in-field deployment of Nomad capital ships suggests that immediate conflict might be at hand.


    Our intelligence photos will be posted in this thread later.


    Verbose Can Opener
    United Rebels Nomad Pacification Squadron

    On behalf of United Rebels I would like to announce that at least one ship from UR Nomad Pacification Squadron will take part in the expedition. Expect us.

    Battleships cause lags and are unstable (famous jumping BSs are quite often view), but it doesn't make people use them less and people generally use them in stupid way, mostly as anti-fighter solutions.
    I don't really understand why high damage torpedoes would cause more lag than sunslayers (they dont really have to use huge blast effect anyway, penetration torpedoes come to mind), which are used extensively by everybody. Missiles cause heavy lag and it doesn't stop anybody from using them in heavy battles.


    If I may present my motivation to propose such changes:
    Tactical gameplay requires more teamwork and I love teamwork. If we had more paper-rock-scissors situations, we would have to rely on combined forces more. I do it anyway: if Trash is trashing me with his ubercool Osiris, I call for friend with KD. If he switches to fighter, I protect my capship friend with my fighter. It isn't much, but it's nice.

    I did. I know you already did balancing and won't do it again. I am just persistent and have hope :)


    Maybe I will saw the seeds for future releases...


    Anyway, just to make long arguments short and considerable:


    I wish that in 1.9 BSs had 4x times the armor and that special slower torpedoes dealing extremely high damage were introduced.


    That way we get rid of fighters killing BSs (unrealistic) and get bombers.


    Just sawing the seeds...

    Oh, I haven't taken technical difficulties such as lag into account. Makes me sad really.


    But still:


    Can't see any problem in changing BS armor.


    Anti-BS turrets: much slower projectiles, much heavier damage.


    Flak: one projectile, lower damage, 8.33 fire rate, big blast radius to create field damage effect.


    I don't understand your argument against new torpedoes. Torps are in use already. Making single torpedo with heavier damage is more lag-friendly than Hades launching 7 weak torps. Bombardment guns with very high damage, very slow rate of fire and slow projectile would do nicely too.


    If it was against new anti-flak shields - idk if 3 types of shields are hard-coded, if they are, well, bombers are tactically interception problem - when they are in flak range it's actually too late, so anti-flak shields aren't even close to must if such changes were to ever occur.


    Still: it's not a demand, not even a suggestion. Just my faint wishes and ideas about making gameplay more tactical. There are some relations like those I described actually - KD vs BS.


    Btw.: Is there any job in devteam that needs doing? I would like to help, but I don't have much experience in modding and no experience in FL modding at all. I learn fast though and have quite much time.

    My wish is: more paper - rock - scissors balancing.


    I mean:
    BS with anti-BS cannons are great against BSs, not fighters.
    BS with many Flaks / Flak Cruiser / Flak Gunboat are good against fighters, but can't handle capships.
    Bombers are great at taking down all capships and take lower dmg from flak fire.
    Interceptor VHFs are great at taking down bombers, but suck at capship killing (they might be able to evade capship [not flak] fire indefinitely, but can't really deal enough damage to take down BS).


    I think there should always be a class of ships / weapons good at killing other specified class, but easy prey for another specialised class.


    It's quite easy to achieve such effects:
    1. Anti-BS turrets for Capships with beam effect (oh, my love for freespace is so great) - they need a 2-sec load time after pressing fire (and they hit place targetted when firing, not actual, no sniping), so they are useless against fighters, but after that load time they deal very heavy damage. BS and capships in general gain even more armor (like 4x at least), so it's almost impossible to kill one with interceptor guns & missiles, but not that hard with anti-bs weapons (beams & torpedoes).
    2. Better Flaks - make classic flaks use no ammo and I think they will be great anti-fighter firing solution.
    3. More torpedoes with much heavier damage but even slower. Coal torpedoes name change to Coalition Nuclear Torpedo. Soviets like nukes! Make anti-flak shields for bombers, which are great at reducing flak damage, but suck against any and all fighter weapons.
    4. Interceptors and Space Superiority Fighters are quite ok right now.


    This way we can achieve really tactical fighting, not "let's rape this BS with fighter guns only". If we are going to have easier cash-making, then ppl will be rich enough to build up specialised wings.


    Tactical battles with coordination via TS would be so EPIC... like...
    "Interceptor Squadron, we have Nuclear Alert, intercept that bomber wing before they get to us!"
    or
    "Command, this Flak Cruiser is pummeling us hard! Requesting fire support! / Rgr that Alpha Wing, plotting beam firing solution, clear the target!"


    Ah, dreams! Y u no come true?!

    Yeah, keyboard problem is with normal keyboards having too small buffer. I have digged my MS Natural Keyboard from old PC, works like charm, no limit to key pressed at once.


    Daywalker, try to bind strafe up/down on mouse. It seems that this way game let's you strafe in two non-conflicting directions in the same time.