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homegate upgrade |
Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2695 From: tsohlacoLocalhost
| Posted: 2003-09-03 19:23  
just remove the safe zone
Just give the jump gate WEAPONS
8 CL1k (point defence only)
12 IT missiles
6 AR missiles (PSI for k'luth)
3 PCM
2 ECCM
1 scanner
that would solve the problem
count ins 32
hope you like it (points to faustus)
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Pimpalicious Nerd {C?} Marshal Galactic Navy
Joined: January 15, 2003 Posts: 885 From: Connecticut, USA
| Posted: 2003-09-03 19:25  
Do it!
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2003-09-03 19:39  
Remove PCMs and the Scanner, give it four Reactor 1500's.
Unless you WANT it to only have energy for one salvo.
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Tbone Grand Admiral
Joined: July 21, 2001 Posts: 1756 From: Vancouver
| Posted: 2003-09-03 19:43  
Your assuming it would have the energy of, say, a dreadnought. If it was given unlimited energy then it wouldn't have any problems now would it?
And its a bad idea because it would again allow a sizeable fleet to camp jump gates again paticulary the ICC with Pulse weapons or K'luth with ECM in special slots.
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Fleet Admiral Tbone
Commander of the NSS Red Lobster
[ This Message was edited by: Tbone [NSS Pandora's Box] on 2003-09-03 19:43 ]
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Daylight \"The Beginning\" Grand Admiral
Joined: July 24, 2002 Posts: 608 From: Oregon, USA
| Posted: 2003-09-03 19:45  
Tbone, Home gate only....
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2695 From: tsohlacoLocalhost
| Posted: 2003-09-03 20:13  
gona qoute my self
Quote:
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8 CL1k (point defence only)
12 IT missiles
8 AR missiles (PSI for k'luth)
3 PCM
1 scanner
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ok we can give it infinite energy and we can give it a area signature effect of 25 sig (would solve the gate camping even if it is not alowed)
i just like to see this hapen
why than you may not have that of hiding in safe zones anyy more
+ the real pain in the ass would be for anny one
#Fir3T0n3[NL] //Retarted\ has been destroyd by ICC home gate
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Quistis {C?} Cadet Evil Empires Inc.
Joined: April 06, 2002 Posts: 1536
| Posted: 2003-09-03 21:36  
I like this idea...
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Tbone Grand Admiral
Joined: July 21, 2001 Posts: 1756 From: Vancouver
| Posted: 2003-09-03 22:08  
Quote:
| Tbone, Home gate only.... |
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Ok...
So it will allow large fleets to once again camp home gates, paticulary ICC with Pulse weapons and K'luth with ECM in special slots.
That changes it how?
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2003-09-03 23:44  
I believe this has been suggested once every few months... so I went back and found an answer from someone who knows...
Quote:
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On 2001-09-19 20:05, nimby wrote:
Bummer, due to the way that the jumpgates are created in the engine I can't put weapons on them... |
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Nimby actually had the idea to put weapons on them 2 years ago.. but it doesn't work. Sorry...
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2695 From: tsohlacoLocalhost
| Posted: 2003-09-04 08:59  
than let it auto spawn defence platforms to guard it self i dont think that anny one wil go near a 2 sensor defence platforms and 12 weapons platforms
just another idee
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Ceridan Cadet
Joined: May 24, 2003 Posts: 608 From: Canada
| Posted: 2003-09-04 09:03  
Ah yes... the this idea, I remember back in beta that this was an idea Nimby and Faustus had, but sorry, gates are not made to support weapons (they wanted to give them something like cl5000
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stuck in Univercity limbo
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2003-09-04 12:02  
Quote:
| And its a bad idea because it would again allow a sizeable fleet to camp jump gates again paticulary the ICC with Pulse weapons or K'luth with ECM in special slots. |
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You know this is a moot point with the patch. Jumpgates only allow frigates, scouts, and transports to spawn there. For every ship destroyer or larger, including supply, you need a shipyard.
So as long as that faction under attack in it's home system has at least one functioning shipyard, it won't be coming from it's jumpgate. And if it is forced to use it's jumpgate, it's already defeated.
It's the SHIPYARD planets that you need to capture and/or camp after the patch, the jumpgate poses no threat.
I wanna get people to start thinking about how the game's gonna be after the patch It's not that far off now.
EDIT: Oh, if you're also talking about camping scenario home gates, again, if that enemy loses it's last shipyard and is forced to spawn at it's jumpgate, it's already defeated. In fact, I'd wager that a faction with no shipyard that has it's jumpgate camped by destroyers, cruisers, and dreads would just log off.
It will be best for the fun of the game in FA to leave at one shipyard remaining for the enemy, or you will find yourself in a boring game with no action. Watch and see, when it happens you'll remember what I said! "ahh Sparkle was right! Taking their last shipyard and not letting them get a new one DOES make this very boring!"
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[ This Message was edited by: MrSparkle on 2003-09-04 12:16 ]
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2003-09-04 13:14  
Energy is generated by engines and reactors.
There is no "infinate energy" toggle.
Just keep that in mind with configuration ideas. No biggie.
We were informed some time ago that the jumpgate object cannot be given weapons. Some quirk in the code. Now, this may have changed in amungst the many other changes involving shipyards and the general v.1481 update. You would have to ask Faustus about that.
Eventually, the hope is that planets with shipyards will also, by their nature, be very well armed worlds. This will essentially create the guarded jumpgate idea you are thinking of.
I have no comments on the plans for inter-system jumpgates at this time.
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