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Re: Jumpgate Evolution Loot System
I'd rank the Dragon pretty high on an "effectiveness scale" if you're ranking the danger of ships with relatively bad/new pilots. A new pilot may not be scary to someone that knows what they're doing, but if there is any noob-flown ship that will make me sweat it's a Dragon. And just think about a battle between a noob in a Dragon and a noob in a deathtrap like the Typhoon.
![]() I cooked this graph up years and years ago*. The Dragon would probably be a flat line on it (I exaggerate, in all cases, but for effect. Ridgeway/Sucky/whatever was pretty scary in a mortar Dragon. But generally that ship was just simply scary) *Obviously balance has changed for the better. The Phoon and Nix have both moved up. The Nix is probably now better than the Phoon at any skill level, but the Phoon with feathers, a burst cap and a 8500k gator is pretty easy to fly...much less of a learning curve. |
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Re: Jumpgate Evolution Loot System
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The point though, is I have a hard to imagining a loot system that doesn't make skill less important than present in combat. There is the small chance that the crafting system will be more convenient than the one in WoW I guess. I mean, if I'm making size 3 engines, but any level player can use them and they aren't overly rare-drops required to make them, then their prevalence might balance the difference made by better equipment...but it will be a fairly delicate balance.....they better hurry up and let us into beta so we can give them feedbacks ![]() |
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Re: Jumpgate Evolution Loot System
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With crafted equipment in the mix you have no idea what you will be up against. Nothing will be predictable and IMHO this is a very good thing. To win fights you will have to be both a good pilot and a good ship builder. |
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Re: Jumpgate Evolution Loot System
Bingo is right, it still going to come down to the pilot. Even if player xyz has the new fangled superduper engines, there is going to be something about them that is not perfect, like they take away a little too much power from his cap so he can't shoot as fast, or has to run a smaller gun. ND is smart enough to figure out good ways to balance them, and if I'm in Beta, I promise you I will do my best to point out any uber equipement.
SS, I love the graph ![]() |
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Re: Jumpgate Evolution Loot System
That's incorrect. You were limited to what you could buy based on level. You could 'twink' noobs right and left for the small cost of insurance. It wasn't ever like World of Warcraft where you choke on certain food if you're not high enough level.
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Re: Jumpgate Evolution Loot System
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You are limited to the choice of ship hulls based on level which limits the equipment you can use. |
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Re: Jumpgate Evolution Loot System
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I know I have gone COMPLETELY off topic now but on a side note why are their some ships that are "better" than others? Why can't they just be different. i am going to search the forums for a thread on this or start one now... Anvil |
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Re: Jumpgate Evolution Loot System
If you mean in Jumpgate, it's because they were designed that way. The light fighters and medium fighters used to be vastly inferior to the level 26 fighters too. You'd be amazed how often people were "leveling up to 26" so they could start pvping. Istvan reworked the fighters to the level = choice formula instead of the level = better formula, but never got around to doing it for the hauler and miner ships.
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Re: Jumpgate Evolution Loot System
Yeah I remember way back in the day I was leveling because I wanted to fight and I finally hit level 15 and ended up flying the scout for a very long time, it was the only ship that could chase down the tense and I was constantly finishing off the "fleeeee"ers
Then the OEC start running the scout packs and really started kicking ass which just proved that speed = win in Jumpgate Classic |
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