Pilot Archive
Thread: Request: Timer on droid commands.
A time span of something like 45 minutes seems reasonable. After the 45 minutes is up the system would incur damage as if the program was reactiviated. I believe this would actually increase PvP for pilots running overt as they would have to occasionally return to a space station to repair (or risk decay).
This is sorta keeping in the spirit of the game where a person would not get a buff that runs indefinately. Continually stressing a component should damage it more then once.....
To assist pilots in determinenig when their "buff" would run out a timer on each component located in the components window would be help full.
As for PvP fights, yes they don't last as long but you spend that long looking for one. I'm thinking this might increase the frequency of PvP encounters in space if a ship has to return to a space station to "touch up the paint" once in a while.
Slysix wrote:
Capacitor to Sheild shut doesn't do damage to components anyways...I was thinking more of inline of weapon, engine, capacitor...etc overloads that do damage the compoenent.
As for PvP fights, yes they don't last as long but you spend that long looking for one. I'm thinking this might increase the frequency of PvP encounters in space if a ship has to return to a space station to "touch up the paint" once in a while.
I don't think this is a good idea either. As was previously mentioned, pvp battles in space are very quick. Cap overload and reacter overload in their current states would not give anyone an advantage. I use my a-wing for pvp and with only one wep, i dont evan need cap overcharge. and having cap overcharge work untill landing is great for pve fights, especially when after tier 4 ships with 3 weapons in my X-wing.
I'd hate to be in a mob of 4 or 5 tier 4 ships and my cap overload to just shut off.
If you want to see more pvp, they should take away pvp kill decay outside DS.
1. Return to a station before the timer runs out to do the 25/25/50/all decay free fix.
2. Continue as usual incur the damage but need to go to DS to get decay free fix.
Either way I see it it will increase the probability of encountering some on in PvP.
Come on even ground Power ups have a use limit abeit a buggy 500 limit....
Ground buffs are on a timer.
If you PvE grinding your doing it for:
parts....I've noticed that after you get 30 parts the frequency of dropped parts drop.
faction points....well that really PvP aint' it.
Stop asking for nerfs to the pilot profession!
It works fine the way it is. If it was changed to work this way I would most likely stop flying. The ground game can not hold my interest by itself, so I would most like look for some other online game to play.
JTL works pretty well right now. There is room for improvement, but it most certainly not need to be made more difficult.
We tend to ask for things that would make our profession more fun to play... Where would be the fun part in this?
Slysix wrote:
I'd like to request a timer be put on the overload commands so pilots can not turn them on indefinately.
A time span of something like 45 minutes seems reasonable. After the 45 minutes is up the system would incur damage as if the program was reactiviated. I believe this would actually increase PvP for pilots running overt as they would have to occasionally return to a space station to repair (or risk decay).
This is sorta keeping in the spirit of the game where a person would not get a buff that runs indefinately. Continually stressing a component should damage it more then once.....
To assist pilots in determinenig when their "buff" would run out a timer on each component located in the components window would be help full.
However, this was my reasoning.
When they fix Weapon Overload 3, only a limited number of chassis types are going to be able use said command. To balance out this advantage, having a limit on how long a pilot can run an overload without penalty should be implemented.
Most people will argue that the component already get damaged upon initial use. Yes it does, but this damage can easily be repaired at a station using the decay free method fix...thus negating it's balancing effect of using the overload command.
This is not a request to balance on the effects of the overload (reactor drain does that) but the useage of the overload itself.
Would the ground game be functional if they let buff's run indefinately. Most definately not.
Slysix wrote:
Ok this is the last I'm gonna post on this subject as it seems everyone beleives its a bad idea.
However, this was my reasoning.
When they fix Weapon Overload 3, only a limited number of chassis types are going to be able use said command. To balance out this advantage, having a limit on how long a pilot can run an overload without penalty should be implemented.
Most people will argue that the component already get damaged upon initial use. Yes it does, but this damage can easily be repaired at a station using the decay free method fix...thus negating it's balancing effect of using the overload command.
This is not a request to balance on the effects of the overload (reactor drain does that) but the useage of the overload itself.
Would the ground game be functional if they let buff's run indefinately. Most definately not.
But these arnt buffs, alot of people need the overloads just to get their ships to fly and operate normaly.
Slysix wrote:
Would the ground game be functional if they let buff's run indefinately. Most definately not.
Is the ground game twitch based?
Look to other space sims for improvements/changes to JTL. Not to the ground game.