Sarna.net: News - Wiki - Forums - Downloads




Neveron >> General Discussion

Jump to first unread post. Pages: 1
ghostrider
Lieutenant


Reged: 03/26/10
Posts: 522
max skills
      #158604 - 04/25/10 03:14 PM (70.170.54.41)

since sm said to post things that people are passionate about, i will start this thread.
i think 0 should be the max skill for units, unless something really unusual is at hand, such as a person having all the combat classes used up. then it should be extended to maybe -1.

i know a few people have sounded off on this in other threads, and all dislike the idea. i agree with them that getting units into the neg is hard and would really upset alot of people, since they have put in the time and energy to get units into this range.

i would suggest slowly (maybe a real 1 or 2 years), capping the max and bringing the units back into line with the main stream.

with other changes this wont seem as bad as it looks. then again, it might be even worse.

start your rants, threats, calling me everything you can think of, and comments here. hopefully some are actually constructive.


Post Extras: Print Post   Remind Me!   Notify Moderator  
mattbuckModerator
Eeyore


Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
Re: max skills [Re: ghostrider]
      #158605 - 04/25/10 03:31 PM (128.243.253.114)

It is a reasonable idea, but you must remember why neg gunners exist:

1) Neveron has really awful terrain which means that unless you have neg gunners you generally don't have the slightest hope in hell of hitting anything.

2) Neveron allows LOS through more than 2 banks of woodland.

3) Due to long engagements, it's really the only way ammo-toting mechs such as the ON1-K are ever going to be any use.


I am willing to accept that units should not be able to train below 2, be it by actual training or maintenance rates or (if we keep them) empire-wide skilldowns (let's not), but I think better skills ought to be attainable via battle.

--------------------
Haha, you people think admins still look at these forums.

Visit the Platonian! Updated! Stuff! Things! Click!

Edited by mattbuck (04/25/10 03:32 PM)


Post Extras: Print Post   Remind Me!   Notify Moderator  
ghostrider
Lieutenant


Reged: 03/26/10
Posts: 522
Re: max skills [Re: mattbuck]
      #158617 - 04/26/10 02:45 PM (70.170.54.41)

honestly, i dont think you should skill down just for high maintanence. with training yes, but not maintanence alone.

1) the inability to hit is part of the game. since everything but mech warriors seems to die evertime their units are destroyed, it creates an imbalance to the game. yeah, mech pilots die, and not all tankers do, it is often enough that you are unlikely to find a large number of neg gunned tanks or towers. this also means that units will have to risk getting hit in order to hit as well. sorry if im not as sympathetic about this one as i should be.

2) los should be through 3 hexes with the target in the 3rd hex. as was said before, the ability to use terrain to your advantage is a sign of a decent, if not good, tactician. it is also why mechs are supposed to be kings of the battle field. mobility. here it also extends to uncrittable until all armor is gone from one location.

3) running out of ammo is one of the reasons you pick your units. long engagements also tend to overheat energy dependent mechs quickly, which is another reason people tend to pick ammo carriers. the long waits to reload ammo and the need to use the bays to do so can put a damper on things, but unless you are fighting a low level war, people tend to use throw away units (hunters) without any worries about ammo reloads.


Post Extras: Print Post   Remind Me!   Notify Moderator  
TRK
Sergeant Major


Reged: 11/05/02
Posts: 254
Re: max skills [Re: ghostrider]
      #158618 - 04/26/10 03:18 PM (209.89.3.33)

Ok, let me ask you anti-maintenance folks a question.

Q: Where do you think the exra cash spent on maintenance goes?
A: Quite possibly training of some kind.

So, what do you think now? Are you agaisnt an automated training system?

One huge difference is you could get neg gunners with maintenance. Perhaps it is this aspect that bothers you folks. I would prefer to see the old maintenance system brought back, and to please the anti-maintenace people, put a cap on it, like 2 gun.


Post Extras: Print Post   Remind Me!   Notify Moderator  
ghostrider
Lieutenant


Reged: 03/26/10
Posts: 522
Re: max skills [Re: TRK]
      #158620 - 04/26/10 03:35 PM (70.170.54.41)

Not anti maintenance, im anti free skills without training.

Looking at it, I can see where it looks like im contradicting myself with it, and yeah, i guess I am. Wanting maintenance to counter skill ups, but not allow skill downs.

I guess if the money spent on the maintenance was high enough, it should allow some skill downs, but would suggest limiting it to say no lower then 4 or 5. anything lower should be training only, while anything under 2 should be war only.


Post Extras: Print Post   Remind Me!   Notify Moderator  
mattbuckModerator
Eeyore


Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
Re: max skills [Re: ghostrider]
      #158622 - 04/26/10 03:56 PM (128.243.253.104)

As far as I'm concerned, higher maint rates pays for training your entire army without the annoyance of going through every unit in a lvl13 every month and putting it through training where at the end of the period it will be worse skill than when it started.

--------------------
Haha, you people think admins still look at these forums.

Visit the Platonian! Updated! Stuff! Things! Click!


Post Extras: Print Post   Remind Me!   Notify Moderator  
cbtgod
Lieutenant Colonel


Reged: 12/14/05
Posts: 1813
Loc: IN A BOX UNDER A HOUSE
Re: max skills [Re: mattbuck]
      #158628 - 04/27/10 04:08 AM (173.171.168.13)

hmmmmmm what about life span on units? this would be fair to everyone? dont know how it could be done i dont know dick about code.

--------------------
yes its a toad, if you didnt know that you dont know anything about cbt


Post Extras: Print Post   Remind Me!   Notify Moderator  
mattbuckModerator
Eeyore


Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
Re: max skills [Re: cbtgod]
      #158631 - 04/27/10 09:10 AM (128.243.253.113)

That would be even more annoying.

--------------------
Haha, you people think admins still look at these forums.

Visit the Platonian! Updated! Stuff! Things! Click!


Post Extras: Print Post   Remind Me!   Notify Moderator  
buc
Captain


Reged: 08/12/05
Posts: 710
Re: max skills [Re: mattbuck]
      #158634 - 04/27/10 01:37 PM (125.237.144.223)

Very much more annoying.

I actually dont mind a 2 gun cap on maint training, since it would be seen as automatic empire wide training

I for one LOVED maintenance rates rather than our current system. It seemed far more realistic


Post Extras: Print Post   Remind Me!   Notify Moderator  
TRK
Sergeant Major


Reged: 11/05/02
Posts: 254
Re: max skills [Re: buc]
      #158642 - 04/27/10 04:45 PM (209.89.3.33)

It made me want to login all the time, just to see if anything had skilled down. How can that be bad for the game?

Post Extras: Print Post   Remind Me!   Notify Moderator  
buc
Captain


Reged: 08/12/05
Posts: 710
Re: max skills [Re: TRK]
      #158659 - 04/28/10 02:13 PM (125.237.144.223)

Having you loging in all the time is only bad for your enemies TRK

Post Extras: Print Post   Remind Me!   Notify Moderator  
Pages: 1



Extra information
0 registered and 1 anonymous users are browsing this forum.

Moderator:  Wayward_Son, Nic Jansma, mattbuck, ShadowMasterCM, Cray 

Print Topic

Forum Permissions
      You cannot start new topics
      You cannot reply to topics
      HTML is enabled
      UBBCode is enabled

Rating:
Topic views: 1826

Rate this topic

Jump to

Contact Admins Sarna.net

*
UBB.threads™ 6.5.1b5

© 2012 Nic Jansma