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Forum Index » » Developer Feedback » » one of bolds fine balance ideas
 Author one of bolds fine balance ideas
thebold
Grand Admiral
Pitch Black


Joined: September 28, 2002
Posts: 327
From: England
Posted: 2003-11-27 10:13   
curently the game gives you a auto target feature so no matter how small the ship yu can insta kill it.. so to basicly say make bigger ships take more time to target a enime like 10 seconds for a station and 7 secs for a dread maybe 5 for a cruiser.. works well in other space games i play
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-11-27 10:17   
you mean a lock on option like missiles have?

maybe a good idea for missile's add some tracking option to it when you let it lock on.

As for your original idea..
10 secs for a station???? that thing is the size of a planet and you need 10 secs to lockon?!?!?!?!


i would rather switch those numbers
10sec - scout, Engineer, Extractor
08sec - Frigate, Supply
06sec - Destroyer, Transport
04sec - Cruiser
02sec - Dreadnought
00sec - Station


Those would be more realistic

[ This Message was edited by: Axianda *XO* on 2003-11-27 10:22 ]
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2003-11-27 10:38   
well maybe not fixed times, but base it on target's speed. be pretty easy to get a quick shot at anything thats not moving at all or much, but a dessie at full throttle (much less a frigate or scout) would take much longer to get a lock on.

[more for 1.481 and beyond]
thinking about the new beacon code about how it raises ships sig, could adjust targeting for long range weapons (missiles, gauss gun, anything with more that 500gu range really) to have targetable range based on the size of the target, ie, being able to fire an IT missile salvo at a dread at longer ranges than a scout, thou that distance could be increased by adding a few beacons
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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2003-11-28 12:16   
Big lasers will begin to miss smaller ships more often.
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'A1Tyrael
Cadet

Joined: January 20, 2003
Posts: 322
From: AquaWorld
Posted: 2003-11-28 17:29   
If a CL2k is a giant laser gun, and its full arc that means it's on a turret, wont it take time to move the turret? Especially if its a giant cl2k

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Hello Joe! ;)

Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2003-11-29 15:59   
actually in theory u could just have a hole in your ship in which the CL is placed, then have a swiveling mirror mounted on top of it, or a lense inside it, which would be much easier to aim then a giant turret
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Admiral Larky, The Wolf
Don't play with fire, play with Larky.
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2003-11-29 20:19   
than to how to do it whit the ICC HC ?? its got 5 Ftorps
you dont use a mirror when you fire Ftorps do you

wel all the above i dont have a opinion on for once
but i must say in reality a CL2K cant instantly lock on a scout going FULL throtle
what i have a opinion on is the clasical stear point and fire
just line up your ship whit your target and fire a missile/torpedo/guns
just like the missiles fired of a ship even if the slot is aft it stil comes out the front 0 angle
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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2003-11-30 00:05   
Quote:
than to how to do it whit the ICC HC ?? its got 5 Ftorps
you dont use a mirror when you fire Ftorps do you



A torpedo is a solid object. A laser is a beam of energy. Big difference.
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Akuma
Fleet Admiral

Joined: January 04, 2003
Posts: 52
Posted: 2003-11-30 21:38   
lockon, bah its the future, they would have eliminated that by then. If we can harnes the power of tachyon drives, lol lockon speeds would be none exsistant.
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SmellyTerror
Cadet

Joined: September 24, 2003
Posts: 52
From: Canberra
Posted: 2003-12-01 20:20   
Akuma - in the future, space combat would be a lot more like sub warfare conducted at staggering distances and you'd never even get to see your enemy. Sadly, that'd be as boring as hell. Fun is all that counts, and balance can be explained any way we like.

Having said that, I'm not sure if the lock on is needed - we'll see after the ship re-balance - but it's a good tool to keep in mind, just in case.
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