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N19Ultimate

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  1. Like
    N19Ultimate got a reaction from Physics in Why DU's PVP isn't as fun as pre-shields.   
    Some will disagree with me and claim that DU's PVP was never fun but I strongly disagree, I had loads of fun before shields came out. This is due to how PVP brings players together.
     
    Before Shields every group in the game ran multicrew ships they would have 1 pilot, 4 gunners and 2 repair guys, now this would bring people together, it was so so soooo much more fun communicating with your org mates while you all organised your firing and piloting and made sure your ship was all repaired, unlike now when you have one person on one ship running the entire ship. It no longer has that feel of comradery, it no longer has the same team aspect to it. you no longer feel as though you are an elite unit in a space ship fighting your enemy. 
     
    Now I can keep going on about how bad this update was for the PVP meta and population but instead I will list some changes that I believe NQ should make to bring back the fun aspect of DU's multicrew and add counters causing fleets to create fleet comps and not just run the same type of ship. In the following wall of text I am going to address the majority of aspects of PVP and explain how the y are unbalanced and how to make them balanced and fun.
     
    Firstly Tanking.
    I will start this of by comparing the in-balance between shield and voxel tanking.
     
    When your voxel gets shot you lose money, as that is voxel you then have to replace afterwards. When your shield gets hit you investment in your shield becomes worthwhile as you can just leave your ship on your pad for 10mins and it will regen. When you are in a fight with voxel you only have a limited amount of HP that's based on your total elements and voxel. when you are in a fight with your shield you are carrying infinite HP as you can leave the fight to go and vent and regen your health as much as you want. when you shoot a shield you have no real feedback/sense of accomplishment but when you shoot a voxel based ship you can see every dent and every bullet hole and every explosion and feel that accomplishment.
     
    How to balance this?
     
    Set L, M and S shields to 15mil HP, leave L shields to how there are so that they still protect the entirety of the ship, make M shields only protect about half the ship and S only protect a specific direction. Now if Voxel was balanced correctly S and M shields would have a interesting part in 1v1's and small fleet fights whereas L will most likely still be used for medium to Large fleets due to the chaotic aspect.
     
    Remove the CCS Health Pool curve making more voxel less worth while, this meant that you were putting an artificial limit on ship size and not letting builders be creative, CCS will still play a role because it means you cant just build a giant ship and expect to live forever as hitting it too many times wont expose the core but will hit the CCS limit. It will also make small ship viable as they would most likely be trying to not die from the CCS Health Pool but instead will most likely die from their core unit being hit, and Medium sized ships will most likely die 50% of the time to CCS and the other 50% of the time to their core being hit.
     
    Increase the CCS value that each voxel supplies by 2.5 times what they currently do. ships will die way too quickly otherwise.
     
    Now those are the changes I would like to see made to Tanking. This isn't directly involved in Tanking but Tanking Usually has a negative affect because of this so I feel that I should mention it here in this section. NQ have openly stated that they don't like the length of fights and believe them to be too long. Now they usually nerf how your ship takes damage to try and fix this when I don't think this is the answer. When we build warship we have a goal in mind, it may be to be the last on field or to have a mission runner last long enough for a response to arrive or an armoured hauler to escape a fleet of ship after mining an asteroid. These are all goals that we build ships for, if you don't like the length of fights then you need to change the win condition as this will then make us rethink how we build ships and could shorten fights if implemented correctly.
     
    Weapons.
    I feel as though weapons could be used to add counter play to the game which could then interduce a fleet comp and add another level of depth to fights.
     
    First Off make each guns firing feel different. I would like to see railguns do small long holes in voxels while missiles do fat big explosions. Lasers drawing lines across the voxel as though the ship had battle scars, and leave cannons how they are as they will now feel unique.
     
    Secondly, Make M guns an anti-Shield weapon, Either give them the ability to pass damage through shields doing 50% to the shield and 50% to the ship, ignore  shield resistances or do double or even triple damage to shields. This will mean shields are not he be all and end all and will force people to hybrid tank.
     
    Lastly Make S guns a weapon that can slow down targets. If S guns could nerf the ships engine speed by 2% for every hit a well piloted S core that gets behind a big L core could be a real pain in the ass and viable in large fleet.
     
    And there you have it, you now have counter play and can create a fleet composition.
     
    Conclusion.
     
    If these changes are made I believe that we would have a more fun and balanced PVP experience in DU. What do you think?
  2. Like
    N19Ultimate got a reaction from Walter in Why DU's PVP isn't as fun as pre-shields.   
    Some will disagree with me and claim that DU's PVP was never fun but I strongly disagree, I had loads of fun before shields came out. This is due to how PVP brings players together.
     
    Before Shields every group in the game ran multicrew ships they would have 1 pilot, 4 gunners and 2 repair guys, now this would bring people together, it was so so soooo much more fun communicating with your org mates while you all organised your firing and piloting and made sure your ship was all repaired, unlike now when you have one person on one ship running the entire ship. It no longer has that feel of comradery, it no longer has the same team aspect to it. you no longer feel as though you are an elite unit in a space ship fighting your enemy. 
     
    Now I can keep going on about how bad this update was for the PVP meta and population but instead I will list some changes that I believe NQ should make to bring back the fun aspect of DU's multicrew and add counters causing fleets to create fleet comps and not just run the same type of ship. In the following wall of text I am going to address the majority of aspects of PVP and explain how the y are unbalanced and how to make them balanced and fun.
     
    Firstly Tanking.
    I will start this of by comparing the in-balance between shield and voxel tanking.
     
    When your voxel gets shot you lose money, as that is voxel you then have to replace afterwards. When your shield gets hit you investment in your shield becomes worthwhile as you can just leave your ship on your pad for 10mins and it will regen. When you are in a fight with voxel you only have a limited amount of HP that's based on your total elements and voxel. when you are in a fight with your shield you are carrying infinite HP as you can leave the fight to go and vent and regen your health as much as you want. when you shoot a shield you have no real feedback/sense of accomplishment but when you shoot a voxel based ship you can see every dent and every bullet hole and every explosion and feel that accomplishment.
     
    How to balance this?
     
    Set L, M and S shields to 15mil HP, leave L shields to how there are so that they still protect the entirety of the ship, make M shields only protect about half the ship and S only protect a specific direction. Now if Voxel was balanced correctly S and M shields would have a interesting part in 1v1's and small fleet fights whereas L will most likely still be used for medium to Large fleets due to the chaotic aspect.
     
    Remove the CCS Health Pool curve making more voxel less worth while, this meant that you were putting an artificial limit on ship size and not letting builders be creative, CCS will still play a role because it means you cant just build a giant ship and expect to live forever as hitting it too many times wont expose the core but will hit the CCS limit. It will also make small ship viable as they would most likely be trying to not die from the CCS Health Pool but instead will most likely die from their core unit being hit, and Medium sized ships will most likely die 50% of the time to CCS and the other 50% of the time to their core being hit.
     
    Increase the CCS value that each voxel supplies by 2.5 times what they currently do. ships will die way too quickly otherwise.
     
    Now those are the changes I would like to see made to Tanking. This isn't directly involved in Tanking but Tanking Usually has a negative affect because of this so I feel that I should mention it here in this section. NQ have openly stated that they don't like the length of fights and believe them to be too long. Now they usually nerf how your ship takes damage to try and fix this when I don't think this is the answer. When we build warship we have a goal in mind, it may be to be the last on field or to have a mission runner last long enough for a response to arrive or an armoured hauler to escape a fleet of ship after mining an asteroid. These are all goals that we build ships for, if you don't like the length of fights then you need to change the win condition as this will then make us rethink how we build ships and could shorten fights if implemented correctly.
     
    Weapons.
    I feel as though weapons could be used to add counter play to the game which could then interduce a fleet comp and add another level of depth to fights.
     
    First Off make each guns firing feel different. I would like to see railguns do small long holes in voxels while missiles do fat big explosions. Lasers drawing lines across the voxel as though the ship had battle scars, and leave cannons how they are as they will now feel unique.
     
    Secondly, Make M guns an anti-Shield weapon, Either give them the ability to pass damage through shields doing 50% to the shield and 50% to the ship, ignore  shield resistances or do double or even triple damage to shields. This will mean shields are not he be all and end all and will force people to hybrid tank.
     
    Lastly Make S guns a weapon that can slow down targets. If S guns could nerf the ships engine speed by 2% for every hit a well piloted S core that gets behind a big L core could be a real pain in the ass and viable in large fleet.
     
    And there you have it, you now have counter play and can create a fleet composition.
     
    Conclusion.
     
    If these changes are made I believe that we would have a more fun and balanced PVP experience in DU. What do you think?
  3. Like
    N19Ultimate got a reaction from Cabana in Why DU's PVP isn't as fun as pre-shields.   
    Some will disagree with me and claim that DU's PVP was never fun but I strongly disagree, I had loads of fun before shields came out. This is due to how PVP brings players together.
     
    Before Shields every group in the game ran multicrew ships they would have 1 pilot, 4 gunners and 2 repair guys, now this would bring people together, it was so so soooo much more fun communicating with your org mates while you all organised your firing and piloting and made sure your ship was all repaired, unlike now when you have one person on one ship running the entire ship. It no longer has that feel of comradery, it no longer has the same team aspect to it. you no longer feel as though you are an elite unit in a space ship fighting your enemy. 
     
    Now I can keep going on about how bad this update was for the PVP meta and population but instead I will list some changes that I believe NQ should make to bring back the fun aspect of DU's multicrew and add counters causing fleets to create fleet comps and not just run the same type of ship. In the following wall of text I am going to address the majority of aspects of PVP and explain how the y are unbalanced and how to make them balanced and fun.
     
    Firstly Tanking.
    I will start this of by comparing the in-balance between shield and voxel tanking.
     
    When your voxel gets shot you lose money, as that is voxel you then have to replace afterwards. When your shield gets hit you investment in your shield becomes worthwhile as you can just leave your ship on your pad for 10mins and it will regen. When you are in a fight with voxel you only have a limited amount of HP that's based on your total elements and voxel. when you are in a fight with your shield you are carrying infinite HP as you can leave the fight to go and vent and regen your health as much as you want. when you shoot a shield you have no real feedback/sense of accomplishment but when you shoot a voxel based ship you can see every dent and every bullet hole and every explosion and feel that accomplishment.
     
    How to balance this?
     
    Set L, M and S shields to 15mil HP, leave L shields to how there are so that they still protect the entirety of the ship, make M shields only protect about half the ship and S only protect a specific direction. Now if Voxel was balanced correctly S and M shields would have a interesting part in 1v1's and small fleet fights whereas L will most likely still be used for medium to Large fleets due to the chaotic aspect.
     
    Remove the CCS Health Pool curve making more voxel less worth while, this meant that you were putting an artificial limit on ship size and not letting builders be creative, CCS will still play a role because it means you cant just build a giant ship and expect to live forever as hitting it too many times wont expose the core but will hit the CCS limit. It will also make small ship viable as they would most likely be trying to not die from the CCS Health Pool but instead will most likely die from their core unit being hit, and Medium sized ships will most likely die 50% of the time to CCS and the other 50% of the time to their core being hit.
     
    Increase the CCS value that each voxel supplies by 2.5 times what they currently do. ships will die way too quickly otherwise.
     
    Now those are the changes I would like to see made to Tanking. This isn't directly involved in Tanking but Tanking Usually has a negative affect because of this so I feel that I should mention it here in this section. NQ have openly stated that they don't like the length of fights and believe them to be too long. Now they usually nerf how your ship takes damage to try and fix this when I don't think this is the answer. When we build warship we have a goal in mind, it may be to be the last on field or to have a mission runner last long enough for a response to arrive or an armoured hauler to escape a fleet of ship after mining an asteroid. These are all goals that we build ships for, if you don't like the length of fights then you need to change the win condition as this will then make us rethink how we build ships and could shorten fights if implemented correctly.
     
    Weapons.
    I feel as though weapons could be used to add counter play to the game which could then interduce a fleet comp and add another level of depth to fights.
     
    First Off make each guns firing feel different. I would like to see railguns do small long holes in voxels while missiles do fat big explosions. Lasers drawing lines across the voxel as though the ship had battle scars, and leave cannons how they are as they will now feel unique.
     
    Secondly, Make M guns an anti-Shield weapon, Either give them the ability to pass damage through shields doing 50% to the shield and 50% to the ship, ignore  shield resistances or do double or even triple damage to shields. This will mean shields are not he be all and end all and will force people to hybrid tank.
     
    Lastly Make S guns a weapon that can slow down targets. If S guns could nerf the ships engine speed by 2% for every hit a well piloted S core that gets behind a big L core could be a real pain in the ass and viable in large fleet.
     
    And there you have it, you now have counter play and can create a fleet composition.
     
    Conclusion.
     
    If these changes are made I believe that we would have a more fun and balanced PVP experience in DU. What do you think?
  4. Like
    N19Ultimate got a reaction from Omukuumi in Why DU's PVP isn't as fun as pre-shields.   
    Some will disagree with me and claim that DU's PVP was never fun but I strongly disagree, I had loads of fun before shields came out. This is due to how PVP brings players together.
     
    Before Shields every group in the game ran multicrew ships they would have 1 pilot, 4 gunners and 2 repair guys, now this would bring people together, it was so so soooo much more fun communicating with your org mates while you all organised your firing and piloting and made sure your ship was all repaired, unlike now when you have one person on one ship running the entire ship. It no longer has that feel of comradery, it no longer has the same team aspect to it. you no longer feel as though you are an elite unit in a space ship fighting your enemy. 
     
    Now I can keep going on about how bad this update was for the PVP meta and population but instead I will list some changes that I believe NQ should make to bring back the fun aspect of DU's multicrew and add counters causing fleets to create fleet comps and not just run the same type of ship. In the following wall of text I am going to address the majority of aspects of PVP and explain how the y are unbalanced and how to make them balanced and fun.
     
    Firstly Tanking.
    I will start this of by comparing the in-balance between shield and voxel tanking.
     
    When your voxel gets shot you lose money, as that is voxel you then have to replace afterwards. When your shield gets hit you investment in your shield becomes worthwhile as you can just leave your ship on your pad for 10mins and it will regen. When you are in a fight with voxel you only have a limited amount of HP that's based on your total elements and voxel. when you are in a fight with your shield you are carrying infinite HP as you can leave the fight to go and vent and regen your health as much as you want. when you shoot a shield you have no real feedback/sense of accomplishment but when you shoot a voxel based ship you can see every dent and every bullet hole and every explosion and feel that accomplishment.
     
    How to balance this?
     
    Set L, M and S shields to 15mil HP, leave L shields to how there are so that they still protect the entirety of the ship, make M shields only protect about half the ship and S only protect a specific direction. Now if Voxel was balanced correctly S and M shields would have a interesting part in 1v1's and small fleet fights whereas L will most likely still be used for medium to Large fleets due to the chaotic aspect.
     
    Remove the CCS Health Pool curve making more voxel less worth while, this meant that you were putting an artificial limit on ship size and not letting builders be creative, CCS will still play a role because it means you cant just build a giant ship and expect to live forever as hitting it too many times wont expose the core but will hit the CCS limit. It will also make small ship viable as they would most likely be trying to not die from the CCS Health Pool but instead will most likely die from their core unit being hit, and Medium sized ships will most likely die 50% of the time to CCS and the other 50% of the time to their core being hit.
     
    Increase the CCS value that each voxel supplies by 2.5 times what they currently do. ships will die way too quickly otherwise.
     
    Now those are the changes I would like to see made to Tanking. This isn't directly involved in Tanking but Tanking Usually has a negative affect because of this so I feel that I should mention it here in this section. NQ have openly stated that they don't like the length of fights and believe them to be too long. Now they usually nerf how your ship takes damage to try and fix this when I don't think this is the answer. When we build warship we have a goal in mind, it may be to be the last on field or to have a mission runner last long enough for a response to arrive or an armoured hauler to escape a fleet of ship after mining an asteroid. These are all goals that we build ships for, if you don't like the length of fights then you need to change the win condition as this will then make us rethink how we build ships and could shorten fights if implemented correctly.
     
    Weapons.
    I feel as though weapons could be used to add counter play to the game which could then interduce a fleet comp and add another level of depth to fights.
     
    First Off make each guns firing feel different. I would like to see railguns do small long holes in voxels while missiles do fat big explosions. Lasers drawing lines across the voxel as though the ship had battle scars, and leave cannons how they are as they will now feel unique.
     
    Secondly, Make M guns an anti-Shield weapon, Either give them the ability to pass damage through shields doing 50% to the shield and 50% to the ship, ignore  shield resistances or do double or even triple damage to shields. This will mean shields are not he be all and end all and will force people to hybrid tank.
     
    Lastly Make S guns a weapon that can slow down targets. If S guns could nerf the ships engine speed by 2% for every hit a well piloted S core that gets behind a big L core could be a real pain in the ass and viable in large fleet.
     
    And there you have it, you now have counter play and can create a fleet composition.
     
    Conclusion.
     
    If these changes are made I believe that we would have a more fun and balanced PVP experience in DU. What do you think?
  5. Like
    N19Ultimate got a reaction from Knight-Sevy in Why DU's PVP isn't as fun as pre-shields.   
    Some will disagree with me and claim that DU's PVP was never fun but I strongly disagree, I had loads of fun before shields came out. This is due to how PVP brings players together.
     
    Before Shields every group in the game ran multicrew ships they would have 1 pilot, 4 gunners and 2 repair guys, now this would bring people together, it was so so soooo much more fun communicating with your org mates while you all organised your firing and piloting and made sure your ship was all repaired, unlike now when you have one person on one ship running the entire ship. It no longer has that feel of comradery, it no longer has the same team aspect to it. you no longer feel as though you are an elite unit in a space ship fighting your enemy. 
     
    Now I can keep going on about how bad this update was for the PVP meta and population but instead I will list some changes that I believe NQ should make to bring back the fun aspect of DU's multicrew and add counters causing fleets to create fleet comps and not just run the same type of ship. In the following wall of text I am going to address the majority of aspects of PVP and explain how the y are unbalanced and how to make them balanced and fun.
     
    Firstly Tanking.
    I will start this of by comparing the in-balance between shield and voxel tanking.
     
    When your voxel gets shot you lose money, as that is voxel you then have to replace afterwards. When your shield gets hit you investment in your shield becomes worthwhile as you can just leave your ship on your pad for 10mins and it will regen. When you are in a fight with voxel you only have a limited amount of HP that's based on your total elements and voxel. when you are in a fight with your shield you are carrying infinite HP as you can leave the fight to go and vent and regen your health as much as you want. when you shoot a shield you have no real feedback/sense of accomplishment but when you shoot a voxel based ship you can see every dent and every bullet hole and every explosion and feel that accomplishment.
     
    How to balance this?
     
    Set L, M and S shields to 15mil HP, leave L shields to how there are so that they still protect the entirety of the ship, make M shields only protect about half the ship and S only protect a specific direction. Now if Voxel was balanced correctly S and M shields would have a interesting part in 1v1's and small fleet fights whereas L will most likely still be used for medium to Large fleets due to the chaotic aspect.
     
    Remove the CCS Health Pool curve making more voxel less worth while, this meant that you were putting an artificial limit on ship size and not letting builders be creative, CCS will still play a role because it means you cant just build a giant ship and expect to live forever as hitting it too many times wont expose the core but will hit the CCS limit. It will also make small ship viable as they would most likely be trying to not die from the CCS Health Pool but instead will most likely die from their core unit being hit, and Medium sized ships will most likely die 50% of the time to CCS and the other 50% of the time to their core being hit.
     
    Increase the CCS value that each voxel supplies by 2.5 times what they currently do. ships will die way too quickly otherwise.
     
    Now those are the changes I would like to see made to Tanking. This isn't directly involved in Tanking but Tanking Usually has a negative affect because of this so I feel that I should mention it here in this section. NQ have openly stated that they don't like the length of fights and believe them to be too long. Now they usually nerf how your ship takes damage to try and fix this when I don't think this is the answer. When we build warship we have a goal in mind, it may be to be the last on field or to have a mission runner last long enough for a response to arrive or an armoured hauler to escape a fleet of ship after mining an asteroid. These are all goals that we build ships for, if you don't like the length of fights then you need to change the win condition as this will then make us rethink how we build ships and could shorten fights if implemented correctly.
     
    Weapons.
    I feel as though weapons could be used to add counter play to the game which could then interduce a fleet comp and add another level of depth to fights.
     
    First Off make each guns firing feel different. I would like to see railguns do small long holes in voxels while missiles do fat big explosions. Lasers drawing lines across the voxel as though the ship had battle scars, and leave cannons how they are as they will now feel unique.
     
    Secondly, Make M guns an anti-Shield weapon, Either give them the ability to pass damage through shields doing 50% to the shield and 50% to the ship, ignore  shield resistances or do double or even triple damage to shields. This will mean shields are not he be all and end all and will force people to hybrid tank.
     
    Lastly Make S guns a weapon that can slow down targets. If S guns could nerf the ships engine speed by 2% for every hit a well piloted S core that gets behind a big L core could be a real pain in the ass and viable in large fleet.
     
    And there you have it, you now have counter play and can create a fleet composition.
     
    Conclusion.
     
    If these changes are made I believe that we would have a more fun and balanced PVP experience in DU. What do you think?
  6. Like
    N19Ultimate reacted to Mulligan in Legion   
    Hello all, I thought I would take the time to write up a summary of the events that led to the creation of Legion. For those unaware, Legion is a new pvp alliance formed from a group of former Ascendancy member orgs and as far as i know, Legion is the largest alliance in DU at the moment in terms of character count and fleet size.

    The buildup to this mass exodus from AC was a long time coming. The first issue being an issue of many orgs in DU, afk leadership. AC was plagued with afk leaders and in a few cases entire organizations that had moved on to other games but did not step down from leadership or giving up their voting powers. These people would continue to vote on important issues and control the actions of the people who actually play the game. For example a vote was started in the AC to ban the shooting of ships in pvp space unless they shot first, effectively banning any control over space resources. This was voted on and decided by people who primarily didn’t play the game.

    After months of only a small subset of AC players actually helping and contributing to the growth of the Alliance the catalyst for the departure was the announcement of asteroids. ATOM attempted to pass a vote requiring all AC orgs to participate in the defense of space assets. This vote ended up failing with the majority of the votes cast by players who no longer played the game or who never participated in the alliance in general.

    Du has evolved from the beginning, while at first the only thing that mattered was the amount of people in your du community org, to building as a group because of a lack of a market, to single players being able to buy and build everything possible in the game. The game has changed from being a solo minecraft type game to a game where cooperation matters and more, specifically pvp Space matters. Having easy access to missions, the best way to make money in the game. To asteroids in space having the most valuable resources in the coming patch. Knowing who has your back, who will be there to help you without thinking, and who is in it only for themselves has become extremely important.

    Legion was founded on these ideas. Getting access to the best income and resources in the game through pvp. Creating the largest fleet to ensure the safety of this income. Generating content to keep people engaged and playing. And generally improving our skill and members standing in the universe.

    Signed,
    Mulligan
    Super legate of ATOM
    Executive of Legion
  7. Like
    N19Ultimate reacted to Greasie in Feli Blockade!   
    The AC has grave concerns over intel received this last week of missions being introduced into the universe. There are several groups of shady organizations delivering contraband out of Feli to several surrounding planets.
     
    These shady organizations in question have been disguising dangerous shipments as mundane and routine ore and mineral shipments, such as scandium and chromium. Core Samples from these intercepted shipments are rumored to have been transported to the AC's home world where their best and brightest scientists will conduct further analysis. These materials can ABSOLUTELY not reach the hands of citizens for it could be devastating to the population!
     
    The AC has formed the largest fleet the universe has ever seen to combat this threat and stomp out illegal and dangerous activities. Effective immediately all vessels seen attempting to leave Feli must stop and submit to cargo inspection or be immediately disabled.
     
    All civilian traffic is warned that a convoy of AC haulers transporting valuable space fuel for these operations will be transported to the planet of feli at 3pm EST. This convey is being guarded by the AC fleet and unidentified vessels will not be allowed to approach.
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