Yea, for credit features I prefer helper functions, for which I have a few ideas of things that can be implemented but are not required in the game (for instance being able to buy an instant refresh all button for minefields - it makes life easier, but doesn't add anything not already possible)silverx2 wrote:at that point you are directly selling power, thats never a good thing for a game thats already hurting in playerbase.
Basically what I was going to say, minimum damage on a weapon is always 0 (well unless you have a high acc weapon such that it is always 100%, possible but not often used), minimum damage on drones is normally higher than 0, so by your reasoning drones should actually have a much higher rating than weapons. This doesn't make any sense and doesn't seem to have been thought through properly.the570z wrote:Again, if the PPL had 100% accuracy, then a 75 drone minimum launch would make sense. Weapons miss, so do drones ffs its not that complicated. Your entitled to your own opinion but not your own reality.
I'm not against this, but I would keep the delay lower, 1s at most (it would feel incredibly frustrating otherwise for sure), on a side note the way I would do it would help to reduce the difference between players with fast/slow internet (ie stop people paying for an advantage), at the same time I don't want to make things slow without reason.Sufex wrote:4) 2 second delay between buying and selling goods. This would make the average time at a port 10 seconds compared to now which is 6/8 seconds.
They currently already have this, although it's a minimal difference such that the lower number of weapons would negate any advantage most likely, but they do have a slight acc bonus.Sufex wrote:5) Hunter class ships should have acc bonus. I'm not suggesting that it only be against traders and I'm not suggesting that wbs should have an acc bonus against hunters.
Something else that can be done to make hunting somewhat easier (and slightly more tactical) is that green sectors are only set when hitting mines (such that dropping a mine IS on a trader would mean they have to hit mines to leave).
A related alternative to that would be to have dropping mines clear the green sector, but that would have to be tested more extensively for balance: can you drop a mine, shoot, drop another mine and repeat in order to keep the trader in sector whilst you take multiple shots? (it also has an effect on clearing minefields - you could drop mines on people trying to clear so they can't run when you enter)
(I think both of the green sector changes were mentioned by Pickles already, but not really discussed)