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About This Page About This Page: This is a discussion on Ship equipment within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. As much as I enjoyed going to Hyperial for dreams for my Nix in my opinion, factions should be able to make good and usable standard equipment for our ships,
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Old 09-04-2007, 02:13 PM   #1 (permalink)
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Ship equipment

As much as I enjoyed going to Hyperial for dreams for my Nix in my opinion, factions should be able to make good and usable standard equipment for our ships, then have the possibility of upgrading components with other factions, but we shouldnt rely on the enemy technology as much as we do in the actual universe. If MT missions and DSS gathering (for example) were to affect our technology tree (as the other thread said) so that we could see the defier getting in-game revisions and via FM's improvements to it, then perhaps we wouldnt depend on the other factions.

Anyways, I wanted to see if I was alone on this and not confuse the other thread....

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Old 09-04-2007, 02:59 PM   #2 (permalink)
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Re: Ship equipment

I believe all factional equipment actually works and we are in fact flying to Hyperial for an upgrade. It gets easy to think of the upgrade as normal after a long time using it, but in fact, it is an upgrade.

It also gives us reason to leave our faction space so griefers can be allowed to play the game their way. j/k
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Old 09-04-2007, 03:26 PM   #3 (permalink)
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Re: Ship equipment

LOL@Jump. I would agree that we have become jaded over time in thinking that the "best" equipment is the standard equipment when it was never meant to be. Dreams instead of BurnMkII's and Haven instead of Defier for a Nix with yet more examples for the Tensy and Dragon.

It always seemed to me that the underlying problem was that the "standard" stuff just didn't perform well enough. Hence everyone went looking for the gear that would allow them to actually do what they needed the ship to do. The Dragon would be a good example of this...try flying one with Standard Octavian gear...you wont for long

There's no easy answer to this but I think part of the solution lies in restricting some equipment to the faction in which its made. That way for some gear, that factions players can equip what they "need" without having a need to get the "best" all the time just to make them able to fly.
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Old 09-04-2007, 05:17 PM   #4 (permalink)
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Re: Ship equipment

Hhehehe, remember that the Burn MK2 made it to the game long after retail, if memory serves well even after EP2, we'd have to run Nixes on burns.

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Old 09-05-2007, 05:24 AM   #5 (permalink)
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Re: Ship equipment

I agree, all factional ships should be designed (and balanced) using factional only equipment.

The only reason that the dreams and Havens were so heavily relied on by the octs is because the tense is really uber compared if the nix doesn't have them. Too slow and no shield advantage caused that problem.

All ships should be balanced perfectly with factional only equipment, then any "upgrades" should come with pro/con for using it. Example, the haven shield would give more protection, but slow the ship. Or the dreams would speed you up but take some of your protection away cause the shield doesn't have as much power. See what I mean?
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Old 09-05-2007, 07:55 AM   #6 (permalink)
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Re: Ship equipment

Now we get into an interesting area in that the power settings should be adjustable. I.E. if you have an over powered engine and you want it at full power then power must be diverted from something else. That i LOVE!!!
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Old 09-05-2007, 09:20 AM   #7 (permalink)
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Re: Ship equipment

How does one say this,,

Trade is important, to have peeps in space, mining, hauling.

If each factions ships were ballanced with same faction gear, a quant would not have to go to sol space to make radars, or power plants. The same with every piece of gear.

The imbalance is supposto come from sols not letting the quant get any radars or power plants, and vise versa, with havens, and thorns.

KTRI if i am not mistaken, promotes trade, because of the tag system. Factionlists by their very name, are supposto support trade from any civ hauler. So intervention in trade would need to be supported by a RP, or faction declaring war, before a factionlists could interviene in trade within his borders.

Imbalance in gear is our responsability, not game machinics. Having gear balance within faction story lines, should mean, quants make light efficent shields, like they do now. Having octs not being able to get any, should be the only hindrence to them.

Are we goin to drink beer in the stations, and watch a AI run our world? Do the developers need to show us how to play the game with a stinkin AI? There is no reason, why, octs should be flying with a heaven, or ghosts.

It is not impossable to deprive any faction of a piece of gear, it just takes comitment, and someone to say go. As a factionlists civ, my job is to make sure my guys have the best gear made, and to try to see the foes are wanting for gear to fight effectivly with. Does it get any better then that? Not with game machinics.


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Old 09-05-2007, 10:39 AM   #8 (permalink)
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Re: Ship equipment

I never said that you cant move equipment, or build it. I said that the FACTIONAL EQUIPMENT needs to be balanced, then the "extra" gear has pros and cons to using it. Instead of, well lets just go to Hyp cause their engines are better. No more better. Keep it all balanced. If the engine is faster, than there has to be something else "wrong" with it.
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Old 09-05-2007, 11:11 AM   #9 (permalink)
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Re: Ship equipment

Slim, in a real world you would be a target of opportunity everytime you show in enemy space and unprotected. The fact that you can do this right now is because there arent enough active ships right now to even deterr you of thinking on coming.

The idea goes well as what Dahalb implied, factions should make factional equipment so their ships are flyable at least, maybe they are not in the optimal point, but flyable. A Nix with a burn engine is unflyable, but with the Burn mk2 its flyable.

Economic wars can still happen, but if we're going to have a thousand of pilots online (sorry, drooling at the thought) the chances of a civilian coming to 'strip' materials for factional gear and going out alive are very slim.

Due to our current history of strippers, splashers and what not, Im sure the factions in Jumpgate Evolution will be more alert of these happenings and will take apropiate action with less fear of the results of killing a civilian.

Im one of those, as you, that enjoys both mining, producing and hauling for a PvP squad. IMO is the best adrenaline rush you can get while being a carebear, and at the same time, you see how the PvPers on your squad appreciate your work.

Ok, no more deviating from topic lol.... factions should produce ok gear, with optimal gear still developed at other factions.

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Old 09-05-2007, 11:39 AM   #10 (permalink)
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Re: Ship equipment

Ok, if thats how you want it fine. Just don't get pissed when you get camped coming out of Aman with a load full of expensive power plants. Assuming the /carebear protection isn't implemented.

Personally I feel that even leaving your faction at all should be dangerous, and with that in mind I want to be able to have an optimal loadout using only my factions equipement.

It makes no sense that another faction would be better at making your equipment. Thats like buying a ford and then putting a honda motor in it.
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Old 09-05-2007, 11:56 AM   #11 (permalink)
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Re: Ship equipment

I tend to agree that you should be able to equip a "decent" ship with native equipment -- but there should always be a significant flaw. Right now I'm not sure that is true for any factions/ships.

I'd like to take it a step further, though, by having warstate impact trade. For example:
Quote:
Hauling a factions equipment in "Enemy" space should be illegal. Pilots found hauling enemy factional equipment, who are positively scanned by a MT pilot of that faction will get an immediate temporary bounty and a PR hit and may be burgled or downed. Insurance should also be nullified or severely reduced for anyone downed while they have a "smuggler bounty."

Conversely, factional stations should pay a premium for equipment from enemy factions (though, perhaps this should be limited to tarketed key equipment to avoid abuse — otherwise Oct and Sol stations would be full of Rakes and Needles (for instance).

EXAMPLE: Oct is at WAR state with Solrain. Quant/Oct/Sol Hauler is scanned by an OCT MT in Greater Locks and is found to be carrying Guzzlers. The hauler immediately gets a temp "smuggler bounty" and his PR is immediately reduced by 10 (?) in the faction from which he took the equipment (perhaps the penalty should be stiffer if you are "betraying" your own faction?). Only MTs should be able to scan, burgle, or collect bounties (rip) the smuggler.

The smuggler bounty can be cleared 1) if the smuggler is downed; 2) if the contraband is removed from his hold via Insight/Burglar; 3) if he jumps into unregulated space or 4) if he successfully docks at a station (excluding POSes) other than from the faction from which he was smuggling.
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Old 09-05-2007, 01:03 PM   #12 (permalink)
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Re: Ship equipment

Quote:
Originally Posted by netburnrol View Post
Personally I feel that even leaving your faction at all should be dangerous, and with that in mind I want to be able to have an optimal loadout using only my factions equipement.

It makes no sense that another faction would be better at making your equipment. Thats like buying a ford and then putting a honda motor in it.
There is an optimal loadout using faction only equipment, its just that its crap. People often modify their cars with parts from other cars to make them better than the original build/specs. For instance you can fit a Porsche engine in a VW camper.
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