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Team: Strawberry Pancakes
Main: Trevor50
Level: 4503
Class: Shield Monkey

Joined: Wed Jul 12, 2006 10:01 pm
Location: Alabama
Post Re: May 27th, 2009 - Dev update 15
Sitef wrote:
sorry ... SR/2 ?
whats that supposed to mean ....
I need to pay 10b from now on to get one slave slot ?



2 slave slots :P if there tech 1...or 2

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Thu May 28, 2009 6:04 pm
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Team: Eminence Front
Main: PhoenixSun2
Level: 1392
Class: Shield Monkey

Joined: Mon Jan 03, 2005 12:07 am
Post Re: May 27th, 2009 - Dev update 15
FracOMac wrote:
I like the idea level locked RC levels and diminished bonus to swarms; thats the best idea imo. Also, I absolutely hate the idea of the tech limits on gear in low level ships, I feel like it takes away part of what makes SS the game it is. I know my opinion isn't very important but I just wanted to make it known.


That's off the table (the tech limit).


Thu May 28, 2009 6:19 pm
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Team: Strawberry Pancakes
Main: FracOMac
Level: 3361
Class: Engineer

Joined: Wed Mar 23, 2005 12:50 am
Location: Boulder, CO
Post Re: May 27th, 2009 - Dev update 15
pip8786 wrote:
FracOMac wrote:
I like the idea level locked RC levels and diminished bonus to swarms; thats the best idea imo. Also, I absolutely hate the idea of the tech limits on gear in low level ships, I feel like it takes away part of what makes SS the game it is. I know my opinion isn't very important but I just wanted to make it known.


That's off the table (the tech limit).


Hooray! :D Now as long as my nooby little FC alt with 3 slaves doesn't get massively nerfed I'm happy :D

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Thu May 28, 2009 6:24 pm
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Main: Jackson
Level: 20
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Joined: Fri Jun 13, 2008 5:06 am
Location: The Universe
Post Re: May 27th, 2009 - Dev update 15
Heh, atleast im a solo player with t4 gear on a rod+ so im ok I guess.

Wait... No moar mags on zebucarts? EVIL!

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Thu May 28, 2009 7:02 pm
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Team: Eminence Front
Main: Radia
Level: 1101
Class: Speed Demon

Joined: Wed Oct 10, 2007 6:04 pm
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Post Re: May 27th, 2009 - Dev update 15
PaperTiger wrote:
pip8786 wrote:
We invited Sodomy to talk with us on chat about this issue, here is the new solution:
* RC+SR*2 / tech = number of slaves for that tech ship (same as now)
* RC/2 rounded up + SR/2 rounded down = hard cap for any tech combat slaves

No tech limit on gear for now.


So the maximum amount of combat slaves you can have with SR and RC maxed would be 11. Or 9 if you just have RC 18.

...sounds good! :)

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Thu May 28, 2009 7:30 pm
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Team: Strawberry Pancakes
Main: Turbinia
Level: 3112
Class: Speed Demon

Joined: Sat Sep 08, 2007 2:32 pm
Post Re: May 27th, 2009 - Dev update 15
* Trevor's idea. Split the skills so that the current RC is trading and make a new higher cost one like Sod says. Swarms will still be broken, but only available to higher levels.

* Limiting tech levels will really only hurt trading slaves, as Sod says still broken with swarms.

* Law of Diminishing returns as the number of slaves is increased. there is already some logic that more slaves is harder for the player to control so make the skill do this hard wired to balance the swarms. Again an issue with trading slaves getting a nerf. Graduating just the bonuses on just the combat slaves would be a much better fix.

If the main issue is dps/burst dps then maybe just graduate the damage bonus as the slaves are still very fragile.

^That is the only way i can see getting balance out of this.


* ahh new post by Devs nvm, I am satisfied.


Thu May 28, 2009 8:37 pm
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Level: 5
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Joined: Thu Sep 27, 2007 11:04 pm
Post Re: May 27th, 2009 - Dev update 15
Trouser23 wrote:
* Trevor's idea. Split the skills so that the current RC is trading and make a new higher cost one like Sod says. Swarms will still be broken, but only available to higher levels.

* Limiting tech levels will really only hurt trading slaves, as Sod says still broken with swarms.

* Law of Diminishing returns as the number of slaves is increased. there is already some logic that more slaves is harder for the player to control so make the skill do this hard wired to balance the swarms. Again an issue with trading slaves getting a nerf. Graduating just the bonuses on just the combat slaves would be a much better fix.

If the main issue is dps/burst dps then maybe just graduate the damage bonus as the slaves are still very fragile.

^That is the only way i can see getting balance out of this.


* ahh new post by Devs nvm, I am satisfied.


These were practically exactly my suggestions, although we did go over a number of ideas. Kudos to the Admins for letting me give a bit of input face to face, kind of. I'm quite happy with the result, as Swarming is still possible, although I will lose a few slaves.

Hopefully if everything is not 100% settled yet, mayeb we can work out a few more kinks ;)

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Thu May 28, 2009 8:51 pm
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Main: babbahotep
Level: 1004
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Joined: Wed Feb 11, 2009 10:57 pm
Post Re: May 27th, 2009 - Dev update 15
Why not just eliminate slaves altogether ?

that way you wouldnt have to rebalance them all the time ...


Thu May 28, 2009 8:55 pm
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Post Re: May 27th, 2009 - Dev update 15
bubba wrote:
Why not just eliminate slaves altogether ?

that way you wouldnt have to rebalance them all the time ...


hell, why not abandon SS altogether? then they wouldn't have to rebalance anything at all! :roll:

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Thu May 28, 2009 8:59 pm
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Team: Zero Gravity
Main: Nessiah Redemption
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Joined: Sun Jan 11, 2009 4:34 pm
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Post Re: May 27th, 2009 - Dev update 15
Sounds good to me, seeing how my F2P alt can squeeze 2k DPS with Ares lasers :lol: .

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Thu May 28, 2009 10:24 pm
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Team: PrimalDecus
Main: Uth Matar
Level: 2466
Class: Engineer

Joined: Mon Apr 16, 2007 7:41 am
Location: ExZagreb,Croatia~jetzt Potsdam,Germany
Post Re: May 27th, 2009 - Dev update 15
Dorin Nube wrote:
Uth Matar wrote:
KK now that we dealed with FC s ..................................................................................................a zerker can do. Of course, that near equality with zerker dps only occurs when the target is very weak to mining damage.


Thank you for setting aside time to explain me that .

I just heard /saw aperently what a person can do in perfect condition and took it for a fact . No exp with gunners here ...
Thx!

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Thu May 28, 2009 11:34 pm
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Team: Traders
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Post Re: May 27th, 2009 - Dev update 15
Admins trying to rebalance again...just make the game more unbalanced...

Good thing I quit :D

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Fri May 29, 2009 7:47 am
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Post Re: May 27th, 2009 - Dev update 15
admins phail at rebalance.

Went from OP DM to even more OP FC...

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Sat May 30, 2009 9:19 am
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Post Re: May 27th, 2009 - Dev update 15
thebattler35 wrote:
admins phail at rebalance.

Went from OP DM to even more OP FC...


Before criticizing too harshly, try making your own game and balancing it.

It's not an easy task.

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Sat May 30, 2009 1:10 pm
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Post Re: May 27th, 2009 - Dev update 15
This makes me think of the idea of government intervening in public affairs. They try to fix one thing, but end up making things 10 times worse. I gotta say admins, or dev team, or whoever is adding and taking away from the game; you guys do a good job sometimes, but if you're going to balance something, make sure you get everything spic and span first. Don't go on a whim and balance things every once in awhile that you see fit. You already screwed with rags, giving them a knockback weapon, and swarms that when they go afk after deciding to travel a long distance, they die andend up even stronger players lose some things, you screwed with basils making them have too much range and giving them a nice effect with their laser and that germ of theirs. God knows what else you did. But...I digress, I know you guys are working on C2, at least I hope you are, so I can understand if you can't fix the mistakes you made; but if you can, give us p2p's an ear and at least give us some satisfaction we're being heard and these things are being looked into. I saw that the swarms are being looked into, but what about rags and the incredible range of the basils. It's been plenty of months and nothing has been done about the rags...Is it going to be the same way with the basils as well?

Edit: Yea, it would be difficult to balance a game, but even the most moderate knowledgeable(sp) person knows that to balance something, you need to get everything else perfect as can be, and not to give something too much and give it an incredible beef. By balancing our gear, it seemed that we have become weaker in a sense.

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Sat May 30, 2009 1:22 pm
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