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  #1  
Old October 12th, 2002, 04:17 PM
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Mephisto Mephisto is offline
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Default Re: newest beta patch?

Quote:
Originally posted by Arkcon:
People aren't being square with me on why these are needed. Change the names and post anonomusly if you feel like it.
Either I don't quite get what you really want to say or are you really thinking its a conspiracy against you?

Regarding OA:
I think it’s a good change. There is really no sense in your ship armor growing before it is even in combat. You don’t have a cancer ship with unlimited growth.

Regarding the Intel project:
When you intercepted a message, the game would only display the first few lines as you couldn’t scroll the message like you can when sending normal Messages.

Regarding the AS:
I can see Q’s point. However IMHO, reduced to the question if tuning down the AS is a good thing, it is. Even the PPB has a “counter”, phased shields. It remains a strong weapon but it won’t skip shields. Against the AS there is no defense as even the MC cannot protect you. Combine this with a Talisman and no one can stop you. BTW, we are discussing tuning the Talisman, too (know I have opened up a can of worms, don’t I? ). The best idea in this regard IMHO is at the moment making the Talisman hit only every X turns, rendering it useless the other y turns until “recharged”. We’ll see what MM thinks of this.
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Old October 12th, 2002, 06:36 PM

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Default Re: newest beta patch?

"Combine this with a Talisman and no one can stop you."

That's 3000 racial points and a LOT of research. Could very well use the overwhelming numbers strategy.

And I still see no reason to remove the ability for the AS to hit things other than ships no matter what you tell it to do.

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Old October 12th, 2002, 06:36 PM
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Default Re: newest beta patch?

I agree that the change to the AS makes sense, I've been saying that all along. My gripe is that the counter to the AS is too powerful and doesn't make sense. A ship that has had it's MC (or even it's bridge) should not be capable of combat and this should be changed too. That's all I've been saying.

Fixing the talisman? I didn't know it was broke. We're talking about a racial trait that gets no weapons and only combat component is extremely expensive to research. Please, at least leave this change moddable.
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Old October 12th, 2002, 07:00 PM

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Default Re: newest beta patch?

2. Changed - "Crew ConVersion" damage type will only work against ships regardless of the target type2.

THIS is what annoys me, in case people think I'm defending the current setup. I LIKE the other change, though it should get a settings.txt entry so it can be changed back if wanted.

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Old October 12th, 2002, 07:02 PM
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Default Re: newest beta patch?

Originally posted by Arkcon
Quote:
WHAT IS GOING ON IN OTHER PBW GAMES
Well, in my games, I'm finding that the specialized techs you choose have nothing to do with victory. The skill of the player is paramount as well as his tenacity. Players who will not give up, often work marvels.

I have played in less than 10 games on PBW and have already been involved in a victory over a very powerful religious race, have had a huge empire and got creamed by a superior player, pulled myself up by my bootstraps to win another and am in one with a truly amazing player who's weakness I have yet to find-- and if I don't find it, I'm toast!

The techs involved are irrelevant, the skills of the players are everything. In fact, I find it hard to remember which special techs (if any) the other players have. It just doesn't seem to matter that much. Sure, I will customize my ship designs to counter those techs, but that is "if" and "when" and only if needed.

If you think you are losing to the talisman and the AS, you are actually losing to a superior player.

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Old October 12th, 2002, 07:43 PM

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Default Re: newest beta patch?

Re: AS and Talisman.

I've thought about this lately and i think i know what is needed. The problem is that AS and Talisman are 100% weapons. AS has a base of almost 100% convert chance, and when mounted it is 100% at any range. Talisman is also 100% component. It eliminates the chances of players to miss.

AS must be either disallowed to be used with mounts or have the chance decreased that Large mount would not take them to about 100%, only Massive would. This way it would not be 100% sure convert. Also a smart counter to this weapon is simply destroying it, but the large tonnage means large damage resistance, which is doubled when mounted. Again, disallowing mounts to be applied on AS seems to be the answer for me.

Talisman should be given something like +200% or so bonus so it would be *almost* sure yet with the same 1% or more to miss.
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Old October 12th, 2002, 08:11 PM
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Default Re: newest beta patch?

Quote:
Originally posted by Taera:
Re: AS and Talisman.

I've thought about this lately and i think i know what is needed. The problem is that AS and Talisman are 100% weapons. AS has a base of almost 100% convert chance, and when mounted it is 100% at any range. Talisman is also 100% component. It eliminates the chances of players to miss.

AS must be either disallowed to be used with mounts or have the chance decreased that Large mount would not take them to about 100%, only Massive would. This way it would not be 100% sure convert. Also a smart counter to this weapon is simply destroying it, but the large tonnage means large damage resistance, which is doubled when mounted. Again, disallowing mounts to be applied on AS seems to be the answer for me.

Talisman should be given something like +200% or so bonus so it would be *almost* sure yet with the same 1% or more to miss.
Or, just stay out of it's range... that could work... I guess... since almost all weapons outrange it... just a suggestion... ya know...

[ October 12, 2002, 19:11: Message edited by: TerranC ]
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