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Asteroid damage?

Posted: Fri Apr 27, 2012 12:16 am
by calundra
Been thinking about damage taken when attacking (and repairing) in 'roids. Please vote on what you think is right. Please assume the minimum possible is always 0 damage received. Please note that it will be affected by piloting skill, this is for the maximum you'd expect. Feel free to suggest other options and I'll add them if they are workable.

Re: Asteroid damage?

Posted: Fri Apr 27, 2012 2:16 am
by ecvej
A lot of these are really high. For reference, so we can consider the choices better, what do you think is wrong with the current system? I like the randomness aspect in the current system but the above are all set formulas (granted they are based on damage which is randomish).

Re: Asteroid damage?

Posted: Fri Apr 27, 2012 4:00 am
by SpiderWolve
I will debate and vote on this when I'm more sober.

Re: Asteroid damage?

Posted: Fri Apr 27, 2012 6:54 am
by calundra
ecvej wrote:A lot of these are really high. For reference, so we can consider the choices better, what do you think is wrong with the current system? I like the randomness aspect in the current system but the above are all set formulas (granted they are based on damage which is randomish).
One of those is the current system, which is too high in my opinion. I actually thought one of those was way too low.

Re: Asteroid damage?

Posted: Fri Apr 27, 2012 7:07 pm
by calundra
I probably should have gone with "Is Asteroid damage taken when shooting too high?" Yes / No

Re: Asteroid damage?

Posted: Sat Apr 28, 2012 1:46 am
by ecvej
calundra wrote:One of those is the current system, which is too high in my opinion. I actually thought one of those was way too low.
Well half the variables from one of them ;) I'm happy with how it is, nice surprise for bunniers / people with high combat. If needs to be changed then I reckon base it off the PDS formula but a bit higher.

Re: Asteroid damage?

Posted: Sat Apr 28, 2012 2:21 am
by Jimbo
Cristiana one shotting themself lol ;) That will teach a level 5 to shoot a level 3 om the asteroid fields.

ecvej wrote:
calundra wrote:One of those is the current system, which is too high in my opinion. I actually thought one of those was way too low.
Well half the variables from one of them ;) I'm happy with how it is, nice surprise for bunniers / people with high combat. If needs to be changed then I reckon base it off the PDS formula but a bit higher.

Re: Asteroid damage?

Posted: Sat Apr 28, 2012 6:26 am
by calundra
Jimbo wrote:Cristiana one shotting themself lol ;) That will teach a level 5 to shoot a level 3 om the asteroid fields.
Glad you enjoyed being the guinea pig in the experiment.

Re: Asteroid damage?

Posted: Sat Apr 28, 2012 6:40 am
by Jimbo
totally worth it :)

Re: Asteroid damage?

Posted: Sun Apr 29, 2012 12:52 pm
by chrisso909
This is an interesting one, just been talking about it with a fellow fighter/enemy fighter in fact, we think if you make damage too high it would causse the ROIDS to become a pretty undesireable sector to be in and therefore cause it to be a sector to retreat to.....(not really what we would call worth it and a waste of a nice sector to go to).

I think in theory, if we put it into a real world situation, (as real as a space fighting scenario gets), surely the higher your level, the more experienced yo uare as a player and therefore the more skilled you'd be at dodging asteroids...?

Therefore none of the above options cater for the higher the level, the less damage you are e.g. 100 damage dealt results in in max (100/current skill level) received.

Just a suggestion

Cheers

Chrisso

p.s: how about increas in scrap levels depending on it as well? :-D