View Single Post
Unread 19 Mar 2016, 23:10   #15
Cochese
Retired
 
Cochese's Avatar
 
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
Cochese has a reputation beyond reputeCochese has a reputation beyond reputeCochese has a reputation beyond reputeCochese has a reputation beyond reputeCochese has a reputation beyond reputeCochese has a reputation beyond reputeCochese has a reputation beyond reputeCochese has a reputation beyond reputeCochese has a reputation beyond reputeCochese has a reputation beyond reputeCochese has a reputation beyond repute
Re: R67 Shipstats proposals

Quote:
Originally Posted by Jintao View Post
  • You are not required to stick to traditional races ( 5 etd like races are allowed if you wanna do a set like this )
  • Total ticks attacking/defending can be changed
  • Races can be added or removed
  • Currently ships are targeted by count, is changable to total hull
  • Intelligent damage can be enabled: Today even if all harpy ships are dead, damage will continue to go to harpies or it can be toggled to be reused against other ships in the same target class.
  • Weapon speed and agility are still in the combat engine from the pre 10 rounds and can be rused
  • The combat engine supports 128 inits and has no fixes ranges for certain type of ships. So you have some wiggle room on inits if you need it. The current way of assigning race inits is nothing more than tradition.

Hold the phone, those are some pretty major game play factors there...Some of that stuff can make a round of shit stats pretty good if tweaked properly.

Surely some of those things can be considered outside of a proposed set of stats as well?
__________________
I'd rather be fishing.

Utterly useless since r3
Cochese is offline