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Thread: Master level missions: a SOLUTION to make everyone happy.
Thunderheart wrote:
Kade_Deveron wrote:
TH,
Are there any plans for a % reduction on PvP damage for JTLS? Right now, pretty much EVERYONE is a one shot kill.
Yep
Why implement an artificial damage reduction, which messes up calculations of damage, why not obtain the same effect using legitimate mechanics...
multiply the armour and hp values of all player craft and items by a multiplier and the npc wepon damage by the same multiplier...
Same over all effect and there is no artificial reductions needed.
Slarus wrote:
I'm done with you, if you want to debate this reasonably the fine, but if you want to insult and slander me go to hell. PvP as is, is not so much a matter of skill unless you both know each other is there.
lisasdarren wrote:
Why implement an artificial damage reduction, which messes up calculations of damage, why not obtain the same effect using legitimate mechanics...
multiply the armour and hp values of all player craft and items by a multiplier and the npc wepon damage by the same multiplier...
Same over all effect and there is no artificial reductions needed.
Message Edited by Cutedge on 11-10-2004 05:16 PM
Cutedge wrote:
xtxShifter wrote:
lisasdarren wrote:
Why implement an artificial damage reduction, which messes up calculations of damage, why not obtain the same effect using legitimate mechanics...
multiply the armour and hp values of all player craft and items by a multiplier and the npc wepon damage by the same multiplier...
Same over all effect and there is no artificial reductions needed.
Exactly.
Because damage versus npcs is spot on, and changing the values of all the components is a lot more work than saying:
if (object.isPlayer())
damage = damage * 0.25;
If you make the armor stronger, you have to make npc weapons better. That means you have to edit every ship armor. But wait, you've got starter ships. They have to be changed. Uh oh, people already have their starter ship and a change you make doesn't apply to them? What are you going to do now? And would you have to edit the armor on chassis too? That means everyone has to get a new ship... What if you decide that the damage isn't enough and you reduce the max armor? Now you've got god-armor in the game.
Seriously, just make weapons do less damage to players. It's the same exact effect with a heck of a lot less problems.Your big guns are still gonna shred enemy playerswhen you hit them, but it just won't kill them in one hit and thusthey'll have a change, perhaps, to fight back. Isn't that more fun for you anyway? Wouldn't get you more satisfaction by killing someone who is challenging to kill instead of hitting them once?
Message Edited by Cutedge on 11-10-2004 05:23 PM
Why bother to change it? Its not like we'll see a lot of PvP now that Kessel will become another general space sector.
Why implement an artificial damage reduction, which messes up calculations of damage, why not obtain the same effect using legitimate mechanics...
multiply the armour and hp values of all player craft and items by a multiplier and the npc wepon damage by the same multiplier...
Same over all effect and there is no artificial reductions needed.
How about mulitpling the armor and sheild values by the lvl of the peice of equipment but all else stays the same?
Cutedge wrote:
Because damage versus npcs is spot on, and changing the values of all the components is a lot more work than saying:
if (object.isPlayer())
damage = damage * 0.25;
If you make the armor stronger, you have to make npc weapons better. That means you have to edit every ship armor. But wait, you've got starter ships. They have to be changed. Uh oh, people already have their starter ship and a change you make doesn't apply to them? What are you going to do now? And would you have to edit the armor on chassis too? That means everyone has to get a new ship... What if you decide that the damage isn't enough and you reduce the max armor? Now you've got god-armor in the game.
Seriously, just make weapons do less damage to players. It's the same exact effect with a heck of a lot less problems.Your big guns are still gonna shred enemy playerswhen you hit them, but it just won't kill them in one hit and thusthey'll have a change, perhaps, to fight back. Isn't that more fun for you anyway? Wouldn't get you more satisfaction by killing someone who is challenging to kill instead of hitting them once?
I am not saying change NPC armour, or player weapons, they work fine...
Change Player armour (this change can be ertrocative on all existing ships and components you know, they have done it on other things before) and NPC weapons... Damage reduction multipliers screw things up because the formulas for damage no longer work correctly in all situations, long term they are a bad way to fix things.
By the way running a database query to multiply every NPC weaon damage and every Player item armor and HP is not exactly difficult is it, i could write one in SQL right now that would probably just need the field names changing to work.
Because this will change teh balance in PVE and that is currently pretty good...
Slarus wrote:
Why implement an artificial damage reduction, which messes up calculations of damage, why not obtain the same effect using legitimate mechanics...
multiply the armour and hp values of all player craft and items by a multiplier and the npc wepon damage by the same multiplier...
Same over all effect and there is no artificial reductions needed.
How about mulitpling the armor and sheild values by the lvl of the peice of equipment but all else stays the same?