Draco
Rogue
Anaheim Electronics Employee
Anaheim Hitman
Posts: 1,240
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Post by Draco on Jan 6, 2010 0:14:04 GMT -5
I think captured ships should start with a L0 crew. Sure, this makes them more likely to die but I think it's more realistic. It's not likely you're going to have an entire extra crew available, let alone one capable of handling another faction's equipment as well as your own.
Perhaps you could have the option to sacrifice a level from a friendly ship to give the captured ship a starting level of 1.
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Post by gaplant on Jan 6, 2010 0:42:48 GMT -5
Separate each division into its own forums. Its hard trying to find out what is actually important to me. I don't really like this idea because I think it would be harder than it already is because there would be even more redundancy in the planning threads and a much-reduced feeling of unity and cohesion. HOWEVER we do need to title and date our threads better, especially the ones started by officers (at least as far as the Zeon ground ones go). I think they have been getting better lately though.
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tylatz
EFF
Sergeant
Posts: 261
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Post by tylatz on Jan 6, 2010 1:30:25 GMT -5
I think captured ships should start with a L0 crew. Sure, this makes them more likely to die but I think it's more realistic. It's not likely you're going to have an entire extra crew available, let alone one capable of handling another faction's equipment as well as your own. Perhaps you could have the option to sacrifice a level from a friendly ship to give the captured ship a starting level of 1. The shop would need lvl1 pilots then which would be odd when it comes to pricing stuff. Sacrificing one level from a high level crew to bring a 0 up to 1 is not worth it at all. A secondary option might be that captured ships are lvl0 for one update and then are increased to lvl1. There isn't a great difference in ship operation and the crew should be able to adapt to the changes pretty quickly. I'd also suggest that being in a battle/event would prevent the automatic skill increase if the ship's crew were not to be granted lvl1 from the battle/event. I'm not sure in what situation that would happen, but it's best to cover it just in case.
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jon
Junior Member

Palm Pilot
Posts: 169
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Post by jon on Jan 6, 2010 1:57:01 GMT -5
The shops do have level 0 and level 1 pilots. Level 1 is just the normal purchase price. Level 0 takes cost off the purchase price.
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tylatz
EFF
Sergeant
Posts: 261
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Post by tylatz on Jan 6, 2010 2:30:12 GMT -5
You know what, nvm. What I said is pretty much already in place I just didn't realize it at the moment. It's just a matter of the new owner remembering to make the shop action.
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Post by ender on Jan 8, 2010 18:08:43 GMT -5
I have one concern that I'd like to address (mainly because it's currently affecting me). Reducing the respawn rate. As it right now, with 7 updates between when you die and when you respawn, you literally have 8 days before you can do anything. Depending on when you die, it could be just two weeks before you do something (say you died on a Moday), or three (if you died on a Thursday, like I did).
You're already getting hit with only having 75% of your VP/CP, plus you're not able to contribute at all to your faction for that time, I'd say it's reasonable to drop it down to just five days of respawning. It's still a pain in the butt, but it's not to the point where you're getting anxious and realizing just how much you aren't able to get done.
Just my .02.
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Post by Ketara on Jan 8, 2010 18:27:34 GMT -5
We've had this death conversation over and over and over.
The reality is even though it's 7 days, it's only 1 day more than the amount you can be damaged without getting killed.
Dead people are usually only out of action only 1 or 2 days more than most other people in whatever event they were in.
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Post by ender on Jan 8, 2010 20:25:59 GMT -5
The counterargument I would make to that is injured/damaged people can still participate in ship actions if the ship is attacked, or if they're on a base, and the base is attacked, at the 1/2 VP and 1/2 VP gain. They can still technically be in action, while when you're dead, you can't even do that.
Yes, dying sucks, and the current system highlights that, but it sucks a bit too much.
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jon
Junior Member

Palm Pilot
Posts: 169
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Post by jon on Jan 8, 2010 21:55:34 GMT -5
I kind of agree with Ender. If you're at 'Repairing 6 Injured 2,' say, you can start actually doing plenty of stuff in 2 days. Look at Richard Banks for an example. He literally missed ZERO time in action between the 1/4 and 1/5 events - he just moved from his damaged suit to captaining a ship.
EDIT - yes I also realize that's partially my own fault for not fatiguing him some, but the point stands - this is just an extreme example.
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kuriboh
ZMF
Registered Newtype
Is Miang. Maybe.
Posts: 1,738
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Post by kuriboh on Jan 9, 2010 3:26:01 GMT -5
On the other hand I do appreciate that the penalty is no longer FIFTY PERCENT.
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Post by latooni on Jan 9, 2010 16:39:35 GMT -5
The counterargument I would make to that is injured/damaged people can still participate in ship actions if the ship is attacked, or if they're on a base, and the base is attacked, at the 1/2 VP and 1/2 VP gain. They can still technically be in action, while when you're dead, you can't even do that. ...You're dead. DEAD. No longer living. It should require significant penalties. Is it fair that people who are merely repairing or injured are still able to do things if they accept penalties, while dead players can't? Yes. Because you can't make actions while you're dead. And it's not even greater than the number of days you can be injured, or anything. Above all, it creates a benefit to the side that killed the PC. Putting a player out of action for 2 weeks lets the other side have an advantage they can press for a few days, and then they have a new PC with a higher rank and possibly a nastier unit to deal with. If respawn time was lower, the benefits of dying would really not make killing a PC attractive to the other side.
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jon
Junior Member

Palm Pilot
Posts: 169
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Post by jon on Jan 9, 2010 18:40:37 GMT -5
The problem here, Latooni, is that you and Ketara are saying wildly different things.
Ket: "Dead people are usually only out of action only 1 or 2 days more than most other people in whatever event they were in."
Lat: "It should require significant penalties."
The issue I have with it, is that often WHICH pilots die, specifically, is kind of random. In a big event, obviously some of the time the guy who gets popped is the one who is in a much weaker position (so now the guy who's already behind on VP is getting shafted further...) - but when a lot of pilots are in similar positions experience-wise, there's no formula that determines who gets killed and who doesn't. But the guys who get killed are punished so much more severely than the ones who don't, even though ostensibly the argument is that it's 'just one or two more days.'
*shrug*
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Post by latooni on Jan 9, 2010 19:04:41 GMT -5
Those aren't mutually exclusive statements.
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Feyd
ZMF Officer 
Major
Your favorite Tin Cod now with more GUNDAMU
Posts: 1,911
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Post by Feyd on Jan 9, 2010 19:44:22 GMT -5
Characters who RP well die less.
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Post by Ketara on Jan 9, 2010 20:46:28 GMT -5
Characters who RP well die less. Who dies in an event is not random. I try to be as fair as I can, but the reality is that when the event context is such that people need to die, I have to pick somebody, and no matter how unbiased I can be, I will always gravitate towards characters that are less interesting.
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