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[Idea]New Dictor-Gadget |
NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-03-30 03:42  
just had this idea:
what about counter-dictors ?
the dictors prevent enemy-ships from jumping, but what about an aditional "Jump-Beacon" to counter dictor-fields ?
so basicaly you create a bubble (maybe smaller than a normal dictor-field) where your friends can jump
these counter-field should eat massive energy so you can't prevent enemy ships from jumping and enable friendly ships to jump at the same time
and maybe disable the the dictors jump-drives, while your beacon is active, so you have to judge: is it worth jumping into the fight (or cancel your dictor-field => enemies can jump) to help your friendlies escape or jump enemy ships
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2010-03-30 03:52  
there already is one solution to the dictor problem...
kill the dictor.
keep in mind that the sole role of a dictor is to trap enemies, he cant fight enemy's at all.
NO dictor will stay alive long if the fleet wont support him.
_________________
- Axi
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-03-30 03:53  
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On 2010-03-30 03:52, Axianda The Royal wrote:
there already is one solution to the dictor problem...
kill the dictor.
keep in mind that the sole role of a dictor is to trap enemies, he cant fight enemy's at all.
NO dictor will stay alive long if the fleet wont support him.
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Exactly. We don't need a counter-dictor.
Kill him, or get more than 1000GUs away.
_________________ ... in space, no one can hear you scream.....
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-03-30 03:58  
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On 2010-03-30 03:52, Axianda The Royal wrote:
there already is one solution to the dictor problem...
kill the dictor.
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ok, then i want a deathstar to kill those anoying planets with a dictor on it
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-03-30 04:37  
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On 2010-03-30 03:58, NoBoDx wrote:
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On 2010-03-30 03:52, Axianda The Royal wrote:
there already is one solution to the dictor problem...
kill the dictor.
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ok, then i want a deathstar to kill those anoying planets with a dictor on it
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Bomb the interdictor. Or run far far away.
_________________ ... in space, no one can hear you scream.....
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-03-30 05:07  
bombing with broken bombs ?
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2010-03-30 05:36  
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On 2010-03-30 03:58, NoBoDx wrote:
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On 2010-03-30 03:52, Axianda The Royal wrote:
there already is one solution to the dictor problem...
kill the dictor.
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ok, then i want a deathstar to kill those anoying planets with a dictor on it
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its a bloody planet, not some frigate your trying to invade.
Taking over planets is/should take a whole fleet.
en enemy fleet is a risk.
Invading an enemy planet is suicide without a good fleet/planet.
in fact approaching a planet in your ship has been made a hell of a lot easier then v 1.480- 1.481
In those days you could only jump when your ship was at a standstill *0 gu*
and when you exited a jump you would need to get up to speed from 0.
now you jump and exit at 20 Gu making the dictor space realy easy to navigate.
_________________
- Axi
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Fatal Command (CO) Chief Marshal Fatal Squadron
Joined: November 27, 2002 Posts: 1159 From: Back in Texas and noticing some ppl are like canoes.....they need to be paddled.
| Posted: 2010-03-30 07:48  
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On 2010-03-30 04:37, Kenny_Naboo wrote:
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On 2010-03-30 03:58, NoBoDx wrote:
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On 2010-03-30 03:52, Axianda The Royal wrote:
there already is one solution to the dictor problem...
kill the dictor.
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ok, then i want a deathstar to kill those anoying planets with a dictor on it
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Bomb the interdictor. Or run far far away.
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there are already 2 weapons to counter dictors.One is called a Wormhole.The other is called Intelligence.
Oh wait..you lose on that part.
so yeah...1 weapon you cant figure out how to use I assume.
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Wolfex 1st Rear Admiral Interstellar Cultural Confederation United
Joined: August 31, 2009 Posts: 24
| Posted: 2010-03-30 08:28  
Yea, i use a Dictor Cruiser every now and then.
And to be honest they are correct, without a fleet to support them the Cruiser cannot hold its own. not enough firepower to engage larger ships or even several smaller ships.
And they are not the Scoot-&-Shoot ships either, most ive ever been able to do on speed was maybe 5-7 with PFE Drives to be able to move and still maintain Power for PD Beams and the Jump Disrupter.
To add something to counter a setting meant to protect (in the case of Planets) and Trap Ships trying to jump, would completely make the Interdictor Useless
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Great Budda Fleet Admiral Pitch Black
Joined: January 01, 2008 Posts: 157 From: Omaha, NE
| Posted: 2010-03-31 05:25  
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On 2010-03-30 08:28, Wolfex wrote:
Yea, i use a Dictor Cruiser every now and then.
And to be honest they are correct, without a fleet to support them the Cruiser cannot hold its own. not enough firepower to engage larger ships or even several smaller ships.
And they are not the Scoot-&-Shoot ships either, most ive ever been able to do on speed was maybe 5-7 with PFE Drives to be able to move and still maintain Power for PD Beams and the Jump Disrupter.
To add something to counter a setting meant to protect (in the case of Planets) and Trap Ships trying to jump, would completely make the Interdictor Useless
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Well an interdictor only has one function.........
_________________
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-03-31 07:12  
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On 2010-03-30 08:28, Wolfex wrote:
To add something to counter a setting meant to protect (in the case of Planets) and Trap Ships trying to jump, would completely make the Interdictor Useless
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following this:
-> PD are useless, because they counter missles
-> shields/armor are useless, because they counter weaponfire
-> bombs are useless, because they counter the building-progress of an enginer
i understand that some are against such a device,
but i think we should have a possibility to rescue damaged ships out of an dictored battlefield, by sacrificing another ship (->the counter-dictor)
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Bardiche Chief Marshal
Joined: November 16, 2006 Posts: 1247
| Posted: 2010-03-31 08:52  
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On 2010-03-31 07:12, NoBoDx wrote:
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On 2010-03-30 08:28, Wolfex wrote:
To add something to counter a setting meant to protect (in the case of Planets) and Trap Ships trying to jump, would completely make the Interdictor Useless
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following this:
-> PD are useless, because they counter missles
-> shields/armor are useless, because they counter weaponfire
-> bombs are useless, because they counter the building-progress of an enginer
i understand that some are against such a device,
but i think we should have a possibility to rescue damaged ships out of an dictored battlefield, by sacrificing another ship (->the counter-dictor)
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Crash course in twisting someone's words? If you want to argue in favour of the suggestion, do so by providing solid arguments as to why an Anti-Interdictor is needed, rather than trying to discredit the opposition by painting their arguments as ridiculous by grossly exaggerating them.
In this case, the point Wolfex made was that if you create a ship for the sole purpose of countering one specific ship with a specific device, you would trivialise the ship because others can just shut down its device.
We are also talking about a ship whose defence and offencive capabilities are mediocre.
PD is incomparable because it can double as offence, and the ship specifically made for PD also has another role and use.
Shields and armour are incomparable as they are outfitted on each ship, and most these ships are useful.
Bombs are incomparable because do I even have to explain? Your misrepresentation of Wolfex's points is stupid and childish.
Anyway, to pull out a damaged ship of an Interdictor zone, you open up a Worm Hole in there. This solution has existed since the stone age and I honestly, truly cannot see why there should be a specific device to counter the Interdictor when Worm Holes already act in an adequate way.
_________________
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Mersenne Twister Fleet Admiral
Joined: May 11, 2003 Posts: 1161 From: Sector C Test Labs and Contol Facilities
| Posted: 2010-03-31 09:41  
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On 2010-03-30 05:36, Axianda The Royal wrote:
In those days you could only jump when your ship was at a standstill *0 gu*
and when you exited a jump you would need to get up to speed from 0.
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kids these days have it so easy.
_________________
I wouldn't screw with it if I were you. The doctor already holds you in poor favor. Messing with this might really fry his shorts.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-03-31 09:54  
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On 2010-03-31 09:41, Mersenne Twister wrote:
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On 2010-03-30 05:36, Axianda The Royal wrote:
In those days you could only jump when your ship was at a standstill *0 gu*
and when you exited a jump you would need to get up to speed from 0.
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kids these days have it so easy.
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Man, I remember playing DS beta back in 2001. If you were surrounded n hulled and at speed, you were mostly screwed cos your ship needed time to slow to 0 before jumping out.
And btw didn't e-jumping damaged jumpdrives back then?
_________________ ... in space, no one can hear you scream.....
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-03-31 11:47  
i have to admit, i missed the point, that i want this device as a gadget on the interdictor-cruiser
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On 2010-03-31 09:41, Mersenne Twister wrote:
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On 2010-03-30 05:36, Axianda The Royal wrote:
In those days you could only jump when your ship was at a standstill *0 gu*
and when you exited a jump you would need to get up to speed from 0.
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kids these days have it so easy.
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i played ds that times
i know that wormholes could rescue a damaged ship out of a dictor field
but this also shows the elitism most of the players have: not everyone have access to a station
and those who have it, usualy prever killing an enemy, instead of rescueing a damaged friend
i am playing DS since december 09 again regularly, and i havent seen a single Station trieing to wormhole a damaged ship out of an interdictor-field neither a planetary, nor a mobile one
i startet this threat as an simple idea to discuss about it but the first answer already took out any possibility of arguing in a normal way
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Kenny_naboo:
Man, I remember playing DS beta back in 2001. If you were surrounded n hulled and at speed, you were mostly screwed cos your ship needed time to slow to 0 before jumping out.
And btw didn't e-jumping damaged jumpdrives back then? |
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dont forget, your internal devices took damaged more easily at that time, and often your drive was fried, before you could stop
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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