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ryleyra

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Posts posted by ryleyra

  1. [quote name='Mimir' timestamp='1316460956' post='46337']
    [size="3"][font="Calibri"]I’m a bit confused, I don’t remember being able to get 20 of any one particular ore in 20 minutes in live. Unless you are referring to the starter areas, and there were entire fields of only one ore type. Copper and iron ore come to mind. [/font][/size]
    [/quote]

    Well, my point was that if that amount is readily available, then you don't need it in the pop rocks. If you DO need it, well, the ore from those pop rocks wasn't available on live.

    If the problem is a shortage of ores, then the DEVS NEED TO FIX THAT, not provide pop rocks that are easier to mine.

    If the quantity you need is NOT available, in ANY sector, then what is the purpose of exploring?
  2. I'm honestly not seeing it, the new Market seems a lot more forgiving (as in not charging at this time) but competition isn't really something I saw on live. In fact, I always found the Arena to be an absolute laugh riot. The devs went to all the trouble to set up a complex, balanced game that all classes had their part in participating in, and everyone went into it to just shoot up their opponent with their guns. Which is a contest that the PW would ALWAYS, ALWAYS, ALWAYS win. Maybe this JD might be able to make a good showing with the proper strategy, but this was never a game designed around one on one PvP -- or PvP at all, for that matter.

    The bigger "competition" I saw on live was the lack of cooperation between builders and miners to produce equipment, and that hasn't changed. It's still easier for one person to produce that than to synchronize actions in the Market. The JS and PP have introduced more competition for the TT, but I don't see it as much as more competition as just different faces. The "pure" builders may gravitate to TT while the ones who want to have a more combat role may go for PP, but it will probably still be dominated by the highest level players.
  3. [quote name='Kyp' timestamp='1316208767' post='46182']
    See Mimir's reply, summarizes nicely. :(
    [/quote]

    If a particular ore is prevalent in a field, and you can mine 20 units in a couple of minutes, I don't see a problem with having to mine several asteroids to collect it all. The high numbers in pop rocks on live weren't intended to be mined, because they couldn't be. Pop rocks exploded 100% of the time. You never got those ores.

    If you can't get those 20 units in a couple of minutes, then I feel that's a different discussion. :(
  4. One thing you seem to be ignoring is that each race can use other races' equipment. Progen cannot use Jenquai and vice versa, but outside of that restriction Progen can use Terran engines, Terrans can use Jenquai reactors, and Jenquai can use either Terran or Red Dragon shields. (Which typically are second strongest to Progen) The L8 restriction to Jenquai shields ensures that Jenquai cannot use level 9 TERRAN shields. Which can be almost as powerful as Progen shields.

    In addition, each of the races' systems are designed around the weaker systems getting a secondary buff. Jenquai shields, while they are the weakest, can add a deflect, making that shield powerful against a particular weapon type. Progen beams, while they are the weakest beam types, have a very long recharge time, giving them high burst damage, and they usually add a buff such as to a Sentinel's Prospect skill. While you will usually choose the system that is the most powerful overall, you have a choice to select another races' system if you find it enhances your playstyle.

    The Jenquai Defender has Psi Shield because its race has weaker shields. The Jenquai have Cloak because their speciality is with the shortest ranged weaponry. The Terrans have the longest ranged weaponry because their Engines are the most powerful, making kiting more viable. And missiles use the least amount of energy. If your goal is to rebalance the races so they all get level 9 in all systems, then their skills will need to be rebalanced too. Jenquai kiting with Cloak (with level 9 engines and missiles) would just be too overpowered.

    As for shields regenerating during combat, that's the point of having a large capacity shield, not large regen. Again, Defenders have a huge advantage there, because as long as Psi Shield stays up, the shields don't TAKE damage. It's more the reactor that runs out. Combat for a warrior, or any class that kills quickly, is designed around finishing off the foe before either your shield or reactor runs out. If you could continue to kill at that rate indefinately, you would quickly leave the classes that CAN'T kill quickly behind.

    The main thing is, someone will still figure out what the "best" system is for any given set of stats. As long as you give the player the choice, that choice will 90% of the time be for the "best". Your idea doesn't change anything unless you actually RESTRICT the Jenquai to using Jenquai equipment and nothing else.
  5. [quote name='snotty' timestamp='1315930082' post='46060']
    Is already in place with cloak, cloak resets the agro tables of the mobs for the one that cloaks.
    [/quote]

    The argument usually used with Cloak is that while it resets aggro while it is up, it has to be DOWN to allow you to heal. The advantage of cloak in combat is that you gain a bonus to damage. But you gain no bonus to support, other than "resetting aggro tables", which Combat Cloak does anyway. So you essentially reset your aggro and then get aggro back when you heal.

    It just becomes tedious to cloak and recloak when you are getting very little out of it.

    My suggestion would be to replace the JS's level 7 cloak (giving it level 7, of course) with a "Heal Cloak". This Cloak will impart a small attack avoidance bonus to the JS in place of the damage bonus of Combat Cloak. This will allow the JS to elude the counterattacks drawn by its healing long enough to reestablish the cloak. Leave Combat Cloak alone at L5, it will be needed for solo combat.

    If necessary, Cloak may have to be replaced with a custom version specifically for the Seeker.
  6. Typically, a warrior class has skills to buff his own damage. A support class has skills to buff others' damage. On live, the JE was the closest the game came to an "offensive support" class, although it did not serve that function very well. The Sentinel was probably somewhat better with its ability to Menace. (which was more a control power than a buff)

    Of course, the Enforcer was an "offense support" class as well, but it was not a pure warrior.

    The Trader is the "defense support" or pure healer. The JS as a hybrid would be justifiable with a combination of healing and offense buffs.

    Cloak would certainly be useful if the JS got Group Cloak, and it actually added a damage bonus to the other allied ships. I'm fairly certain the JE version doesn't do this.
  7. [quote name='Mattsacre' timestamp='1315644957' post='45963']
    What I was meaning about the TS:
    negotiate effects not only vendor prices, but TERMINAL prices, a TS with negotiate should be able to refine cheaper than the other 2 class explorers.[/quote]

    I know. I just meant that there was no TS on live, therefore there was no class on live that could Prospect AND have Negotiate. Therefore, none of my research includes any consideration of Negotiate. Because it didn't apply at the time I collected it.

    Negotiate factors into the emulated game, but I've just said that the emulated costs don't match the live costs. So it's a whole new ball game.

    I suppose you could make the argument that the devs raised the sell price of all refined ores to balance the TS against the profit margin of the other two explorers, but quite frankly I don't give them that much credit, and I'm fairly sure you don't either.
  8. [quote name='snotty' timestamp='1315582997' post='45938']
    The lack of equipement for the new classes is also noticable when gearing a PP and TE but adding a turbo skill is not the solution, adding some JT equipement is. [/quote]

    I agree, while equipment may be used for some thematic ideas for a Seeker skill (Reactor Optimization, it can be argued, could be derived from the Jenquai penchant for strong reactors and devices that transfer reactor energy) but equipment should be used to balance equipment.

    Personally, I think the best solution for many of the JE only devices is to make them JE or JS devices. Or, give the JS a similar device. The same goes with reactor transfer. Reactor transfer is not exactly like shield recharge (it does not totally refill a reactor, only transfers some of the caster's reactor to the target) but the similarity is there. And we don't really need a skill to refill a reactor any more than we need a device to recharge shields.

    The other advantage is that instead of worrying about devices that already exist, we can be thinking of ideas that will be unique to the Seeker. And ideas that will be innate to the class, and not dependent on picking a device.
  9. I don't know what the value of loot was on live, since I don't have any record of that. But components, weapons and systems, when bought from the vendors, is a money sink. If all of those systems are more expensive than on live, then it is harder for players to buy those items than it was on live. This will either require players to go to the Market channel more for crafted weapons (which will also cost more to manufacture than on live, since the component costs are higher) or to use only looted items. (Either looted themselves or bought from the Market, which would compete with the builders trying to buy looted items for prints)

    If the costs are all (or mostly) higher than live, then the loot which is sold for credits into the system should also sell for more. There isn't anything wrong with this, but the system should remain in balance. For instance, the cost of a component was usually very close to the cost of the ores which made it up. I am not sure this is still the case.

    The cost of weapons on live might have been less than the cost of equipment. I seem to note that starting at about level 3, manufacturing costs for equipment became higher than weapons. However, weapons used different types of components than equipment, and weapon components could have been priced lower. Ammo components were definately priced lower than equipment components, and this is still true. They are also made from raw ores instead of refined, so the manufacturing costs are lower as well.
  10. [quote name='Tyran' timestamp='1315423893' post='45857']
    That is not very attractive because it would be a last-ditch skill because when you get to the hull your expensive equipment is taking a grinding already. [/quote]

    This is probably the reason why the Seeker didn't get Psi Shield. If you give a Seeker more mitigation to protect the shields than a Trader, the problem becomes why would anyone bring a Trader? All he can do is Hull Patch, and Hull Patch is "useless" because it doesn't protect your equipment.

    Never mind the other post earlier that stated that hull tanking is a viable strategy. (Equipment damage isn't as big an issue with a warrior of any kind on the team)

    The point here is NOT just to give the Seeker Hull Patch -- it just makes a Seeker identical to a Trader and doesn't give the Seeker anything unique and differentiating to a team.
  11. [quote name='Knix' timestamp='1315381675' post='45825']Personally I think a PSI-shield-like ability working between the hull and the shield (PSI Armor?) would be better for the JT.
    [/quote]

    I like this idea too, but it is extremely situational. Psi Shield effects all attacks that hit the ship, this "Psi Armor" would only effect attacks that got through the shields. It would have to be reapplied constantly like Psi Shield, and there would be no feedback as to how much of it still remains when it is hit. It would also have to be reapplied once penetrated. A damage resistance or chance of avoidance, however, would apply to any hit that penetrates the shields during the duration of the skill, and will "slow" the damage to the hull, giving more time for Hull Patch or other options.

    I think the main thing is, this skill should do something even when the shields are NOT down. Clairvoyance, for instance, can give a scan boost. Maybe it could even give like a 5% avoidance to shields and 25% to hull. Energy Shield could prevent EMP damage to the reactor, counter plasma and chemical, (or even debuffs) or even protect against environmental damage like Environment Shield.
    • Upvote 1
  12. [quote name='Terrell' timestamp='1315344681' post='45801']
    Clairvoyance does sound fitting of the JT, it fits with the idea of damage mitigation, doesn't conflict with any other class, does something useful, and even fits the Jenquai race. Don't know what the percent of attack avoidance should be, but it's a start (should stack with what the Scout brings). I do remember another poster pointing out that most tanking is done on hull, so other ideas that allow extended tanking by the warriors, different from hull patch, from JT support would help, and it could probably be done with a line of devices, or even as a buff on a JT only line of reactors.
    [/quote]

    Well, that gets back to my original suggestion of a percent decrease in the amount of damage that hits the hull.

    However, we may be constrained to what is coded in the client. Deflects, for instance, effect shields and hull equally, AFAIK. So a skill that raises that could not just apply those Deflects to the hull. A server-side algorithm in the emulator, though, might be able to reduce damage hitting the hull by a percent. Or even, give a percent chance of "avoidance" after the shields are penetrated.

    In other words, we have attack avoidance, which doesn't seem to have ever been implemented on live. That prevents the attack from hitting ANYTHING, Psi Shield, sheilds, or hull. Psi Shield prevents attacks from hitting shields. Shields prevent attacks from hitting hull. A Seeker skill that adds a percent chance to deflect the attack after it penetrates the shields, but before it hits the hull, might help with the kind of tanking you are talking about.

    I'm not sure how Clairvoyance applies to that, but maybe the Seeker has a chance to manuever his ship so that the attack just glances off his shield. An Environment Shield-like possibility might be that the Seeker can dissipate energy before it hits the hull, so for instance a missile would still explode, doing shrapnel damage, but the thermal and kinetic energy of the explosion would be countered. (So a damage resistance) This could even do something like counter the effects of plasma and chemical on a ship's hull.

    Hull Damage Control is also a possibility, although I'd have to check the description to be sure exactly what it does. And yes, it does sound more like a Progen thing, but certainly if the Terrans and Progen can BOTH provide damage mitigation for the hull, the Seeker should be able to do the same, at the very least. I would argue the Seeker should have MORE healing/protection capability than the Privateer, since it has more firepower.
  13. [quote name='Dragoncove' timestamp='1315340035' post='45789']
    On live the value seems to be more like refined is 60 times the value of raw, although I need to confirm that that's a constant, and that it doesn't decrease with higher level. It shouldn't take long, though, I just need to make up a new chart with the prices. And since there is no faction it should be even easier this time. [/quote]

    Okay, I have gathered this data, and I can verify that unlike on live, there is NO pattern to the price of either raw or refined ores. I can certainly see that, especially at low levels, it can be somewhat random whether you can get a profit from refining the ores or not.

    Let's look at a few examples: (These are at Prospect 3)

    Liquid Methane: as Methane, sells for 2, refines for 96, sells for 144. Refined sells for 72 times raw. 5 units raw will net you 10 credits, one refined will net 144-96 = 48 credits. So about 38 credits profit there.

    Moonstone: sells for 4 raw, refines for 26, sells for 39. That's only 9.75 times raw. 5 units = 20 credits, refined = 39-26 = 13. So a loss of 7 credits

    Obsidian, a fairly high priced level III: sells for 5, refines for 562, sells for 842. Refined is 168.4 times raw. 5 units = 25, refined = 842-562 = 280

    Cobalt: sells for 10, refines for 536, sells for 804. Still a profit compared to raw, but the refined price is only 53.6 times raw, less than the Methane.

    There's definately no constant here, and it's not comparable to live. There are a few ores, like Moonstone above, that seem to come close to live, but that only makes them that much different.

    In general, though, it does look like the refined value of an ore is much higher than its raw value. And components appear to be priced consistently higher as well. So there is definately more cost involved in ripping ores than on live, I would say.
  14. [quote name='Terrell' timestamp='1315239008' post='45724']The Sentinel can also fight effectively solo or in groups. and is the best explorer at combat, it's weakness is that it uses ammo but cannot build it's own.
    [/quote]

    Agreed on this. This is probably the one thing that makes the Sentinel more of a team oriented class, and makes it work best in an alliance with a TT (or one of the other builders) to supply it with ore. If you're going for 95% solo, the Warrior or Privateer might be a better choice.

    What makes the Progen so much fun to play, though, is that even the weakest of them is pretty much the equivalent of the OTHER race's warriors. :) You'll never have to worry about combat...
  15. I thought I would confirm that most of the Trade Routes that I have recorded on live are present here, and give the same profits. There are a few minor differences, and of course, a whole lot of new routes have been added. Not just the Progen and "circular" routes, but there seem to be more routes overall. In some cases, I even noticed items that originally came from one place have moved to another.

    I am still testing other prices, I will probably check ore prices next. EDIT: As I corrected in my first post, ore prices aren't the same as live at all. They appear to be similar at the lower levels due to rounding errors, but once you get up to level 3 and 4 they obviously don't match at all any more. In fact, there are ores at level 3 that are cheaper than level 2, and vice versa. So I'm not sure the values were even taken from a site that had collected ore prices.
  16. [quote name='Mattsacre' timestamp='1315117036' post='45639']
    About the refined ore vs refining costs dragon, there were ores and gases that you took a net loss and others that there was a net gain from refining and selling during live. There were some you even broke right even. If I remember right sand refines to silicon and was a wash on profit vs refined..i.e. if you refined 5 units to 1 then sold the 1 refined to vendor you got the same profit as 5 raw + terminal cost.[/quote]

    It's possible that at higher levels, the refining cost dropped enough for it to make a substantial difference. Also, Prospect level had a dramatic effect; your costs went down, and the prices of high level ores were much higher, and so you were making thousands of credits in profit. The percentages of the original value of the ores, which were in the tens of thousands weren't that much, but as with the effect Negotiate has on Trade, the higher the profit, the larger your percent increase on that profit is.

    But I am very aware of what the raw and refined prices were of ores on live. The refined ores were always worth 6 times what the raw ore was. So you only made a profit if the terminal cost of refining was less than the value of one ore. (It takes 5 ores to refine, and you get back the price of 6 ores)

    The one thing I don't have records of, unfortunately, is the refine cost. I always assumed it was proportional to the value of the ore, but again, it decreased as your Prospect level went up. So at higher prospect levels you were more likely to have a refine cost that was less than the value of one ore.

    On live the value seems to be more like refined is 60 times the value of raw, although I need to confirm that that's a constant, and that it doesn't decrease with higher level. It shouldn't take long, though, I just need to make up a new chart with the prices. And since there is no faction it should be even easier this time. Also, the low level raw ores seem to be rounded off to the nearest credit, which will effect the ratio. This shouldn't be true once I get to the higher level ores, though.

    [quote]Also consider live there were no TS, so negotiate to mitigate costs at refine terminal,, however you could hand over ores to TT and get optimal vendor return for refined, when doing this almost all ores broke even or above raw+terminal cost.[/quote]

    This is indeed true. And honestly, it would really be less trouble to give ores to a TT to have him build something. :)

    Keep in mind, though, that with maximum faction you could still get 1.3 times the base cost. Which should be somewhere around comparable to Negotiate 5 or so. (of course, that also effected the sale price of the raw ores, so all you were really doing is recouping more of the refine cost)

    Faction really effected things a lot, and made prices more random. You could make a net loss on one station, and a profit on another. Which was yet another factor to throw into the mix.

    [quote]With TS in the mix its going to add a whole new wrinkle in the terminal costs vs refine or not to refine decision. Also the 2x or 3x trade xp dip thing...thats supost to be "temporary" that non-exploit exploit shouldn't be in once resurrection occurs.
    [/quote]

    Not sure what you mean by that. I suppose you can buy ammo comps, rip them for their ores, refine them for the Trade and Explore XP (matching them to your level) and sell them back to the vendor for more XP, but that was possible on live AFAIK and I know of no way to close that "hole". Not unless comp ores are somehow flagged to not award XP for refining them. (And for all I know it was that way on live)

    I honestly never considered that possibility as it would obviously be a net loss. Meaning that eventually you would have to run out of money and thus would have to earn your XP some other way.
  17. The "risk" in mining a Pop Rock is the time that you then have to wait for your shield to recharge. Let's be honest here, no one would go into combat if 10% of the time, a MOB had one chance to fire a beam that would instantly kill you. Even if that one MOB was clearly identifiable as such. "Risk vs Reward" does not justify one shot kills. Even in combat, when you are outclassed you are given a chance to run for it.

    Now, if a Pop Rock released a MOB, or exploded AGAIN after a short delay, giving you time to activate your warp and make an attempt to get clear, then yes, I'd say that's acceptable risk for a greater reward. But just randomly killing the player because you feel like it is not "risk", that's lousy game design. And likely to get your game relegated to the bargain bin.

    If the problem is with low level miners mining high level ores, then the solution should be, I think, to target the low level miners mining higher level ores. Low level warriors cannot defeat higher level MOBs, because their weapons simply aren't strong enough to defeat them, at least not without taking enough time that only a tanking class could consider it. My suggestion would be if you are lower level than the ore you are trying to prospect, you have a chance to "lose" some of it. That way the penalty applies whether you avoid the Pop Rocks or not.

    If the miners LIKE having only one ore of any given L9 type in any asteroid, then never mind that. Remove the "schmuck bait" from the Pop Rocks and be done with it. The chance to successfully mine one without having to worry about the consequences would be the incentive to raise your level.
    • Upvote 1
  18. [quote name='Mattsacre' timestamp='1315113786' post='45638']
    JE have eviromental shield, mitigates damage from every increaseing types , converts some to reactor energy also mitigate enviroment effects.

    My proposed JS bubble: Mental Desonence, has a "feed back" effect, after first shot from mob it effects its accuracy..it sort of "fuzzs out" the mobs mental concentration, this has the effect of mitigating dmg through increasing mobs miss rate, at higher levels of bubble it could add a direct dmg mitigatiion like other bubbles like a % drop off.

    Since JD and JEs bubbles are based on PSI or "mental powers" I figure the JS's bubble would be "mental" in nature only sort of offensive, effect the mob not the player.
    [/quote]

    My thoughts exactly. The JE's damage mitigation is small compared to Psi Shield, but the environmental protection is the main part of it, but the reactor gain is helpful as well. A JS shield that doesn't compete with Recharge Shields for shield mitigation, but protects in another way sounds to me like the goal.

    I don't know about a "bubble" that debuffs the foe, but Afterburn provides attack avoidance, and that allows you to dodge attacks based on being faster than the foe, the Seeker could give the same because you have more focus than the foe, or better scanners.

    Maybe my proposed Active Scan skill could be a mental power; something like Clairvoyance. It increases the scan range of the JS and all in range for the higher levels of the skill, while also granting damage mitigation because you can foresee what the enemy is going to do.
  19. [quote name='Amethyst' timestamp='1315000947' post='45596']
    If they could also spawn mobs it would also generate a bit of excitement too![/quote]

    They spawned MOBs back in live, but that was removed because too many players were one shot killed by them. Even Sentinels had troubles with them, simply because there was no warning and the MOB spawned right on top of them. While it was mainly low level players trying to mine above their levels that complained, there were problems even with even level miners.

    That being said, I believe that the ability to spawn MOBs could be restored, if a timer could be placed on the MOB to delay it becoming aggroed for a second or two. That would give the miner a chance to recognize the threat and respond to it, instead of just suddenly being killed by a MOB in his face.
  20. [quote name='Mimir' timestamp='1314895052' post='45502']
    What stands out for me is in early ST3 when one of the devs thought it would be funny to unleash a few lvl 66 in the starting areas. After many were slaughtered mercilessly, equipment damaged beyond use, and many got a feeling of just how fast you could be killed in this game.[/quote]

    This points out a problem with player deaths in MMOs, and that is that you cannot let player death effect a player so severely that continued play becomes impossible. For instance, if you just cut a character's stats in half with each death, eventually you would hit a point where it would become impossible to recover. E&B actually started with a good system, which is that death doesn't actually make you LOSE ground, but makes ground HARDER to cover until your debt from the death is paid off. But it never gets any harder than that, it just extends the amount of time you have to work to pay off the debt, and you can always pay it off by logging out anyhow.

    [quote]I’m pretty sure even when the game goes live there will be this type of generosity from the”haves” to the “have not’s”. If not from all the current altruistic player base but I would think that Magoo can be counted on for player support.[/quote]

    There will always be good players that are willing to help. The only issue, really, is finding them online when you are online. It's sort of random who you get at any time, although you can probably say most people follow some sort of schedule.
  21. Well, on live Pop Rocks couldn't be mined at all, so the large stacks were meant to be (if you'll pardon the expression) schmuck bait. Here, I see the Pop Rocks as not as much an unequal reward for low risk as balancing out the low number of ores in higher level asteroids.

    Personally, I feel that if you balance out the number of ores, so you can pretty much find the same stack sizes at all levels, then the Pop Rocks can have nothing special in terms of stack size. It's just a matter of risking mining them. But since the Pop Rocks are the only thing keeping the low level miners from cherry picking all the best ores from high level fields, it's a delicate balancing act. If the Pop Rocks are intended to be a risk that low level miners face when trying to mine high level ores, maybe they should all pop, or have a chance to just "pop" without exploding.

    What are the rules for mining Pop Rocks anyway? I don't think it's a set chance when you open the asteroid, it's obviously possible to mine a few ores before it pops. Is it a chance of explosion per Prospect? Per ore extracted? Based on level or Prospect skill?

    I'm sure this could be found somewhere, but since it's been brought up...
  22. [quote name='Terrell' timestamp='1314986941' post='45580']
    Now Damage mitigation is something I can agree with, strongly. Whether it's done by weakening the mobs' abilty to attack or strengthening the group's ability to resist attacks, those types of things I can support. It would have to be different in nature to the Animal Skin devices that the explorer classes can use to buff deflects.
    [/quote]

    Ah, but the JS is a JENQUAI, and Jenquai specialize in exploration. Why would a Seeker not be able to buff deflects? Just like he can Cloak and Scan. :D

    An active Scan skill, that buffs deflects, while applying a scan buff, not to all groupmates, but the selected target? Sounds interesting, hmmm? :D

    Of course that deflect buff could just as likely be attached to a mental shield as well.
  23. [quote name='Terrell' timestamp='1314986302' post='45578']
    I'm not asking for Psi Shield to be restored to the JT, I'm actually arguing against it.[/quote]

    I didn't say you were. I honestly had already replied to the original post, and didn't really need to reply again, but since I hear so much talk about the subject ingame I just felt it bore repeating. Especially since there were a flood of other replies about that post.

    [quote][b]Psi shield has [u]NOTHING[/u] to do with why the JT is broken. Putting any version of it on the JT will not fix the fundamental problems with her[/b].[/quote]

    I am in total agreement. Although as I said above, a conceptual mental shield that protects the HULL instead of shields would actually help complement the Seeker's healing abilities and make up for the lack of Hull Patch.

    Of course, one could argue that a Group Cloak, or a buff to attack avoidance (from some variation of Fold Space) would also make up for a lack of Hull Patch. Anything that keeps damage away from the team.

    [quote]Scan can support a team by simply raising it to L7.[/quote]

    Support a team, yes, but not defensively. But there would be nothing about Scan that would not be better by bring a JE to the team instead, even if it were level 7. In fact, Scan is rather unique in that only one teammate at L7 is needed, any more are redundant. You don't need two Explorers with Scan 7. So if you have an Exporer or Defender on your team, the Seeker's Scan skill, L7 or not, adds nothing to the team.
  24. [quote name='Terrell' timestamp='1314984955' post='45576']
    The PT competes just fine because he can make up for his lack of hull patch with significantly more firepower than the TT. [/quote]

    Which is good, because you might argue that the PP gives up Hull Patch for his additional weapon tech slot. Of course, it is ironic that it can be argued that the PP is better than the TT with one LESS skill...

    The Seeker gives up firepower as well, but unfortunately does not give up a tech skill for it. On the other hand, this is universal to all Jenquai, and their unique skills, particularly Cloak, are intended to make up for it.

    The problem is not that the Seeker has the Jenquai related powers of Scan, Cloak, and Fold Space, as they are intended to compensate it for its lesser damage. The problem is that when on a team, the Seeker is not EXPECTED to be a damage dealer. So Cloak and Fold Space are primarly solo skills. And Recharge Shields alone is not enough to support being a healer. What the Seeker needs to be able to do is bring his racial specializations of stealth and close range combat to a team, while also protecting shields and hull as well as a Trader. He does not do the first at all, and can protect only half of the second. But, the Seeker shouldn't fall into the trap of simply duplicating what a JE or JD can do.

    Which honestly is my main argument against Scan. It is essentially a throwaway skill, like Navigate or Befriend, on a class that doesn't need any throwaway skills. Scan is INTENDED to be weaker for the JS than it is for the JE and JD. The devs don't intend for the Seeker to have a primary role of adding scan range to a team, that is the JE's job. So it is taking up space that could be better served with a power that would support the team.
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