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Forum Index » » Developer Feedback » » on Beacons.......again. (v3.2865)
 Author on Beacons.......again. (v3.2865)
Maskerade
Grand Admiral
Galactic Navy


Joined: March 21, 2002
Posts: 638
From: Canada
Posted: 2007-01-07 15:19   
Is it possible to go back to the old beacon style where if a beacons was fired and attached to an enemy, your team could target the beacon but not necessarily get all the ship data on the target or even target that ship instantly. I think it was that way in 1.41, maybe 1.40. If I remember correctly the beaconed player showed up on the Nav map but if you clicked on them from there it would target teh beacon and you had to which targeting to the ship, although you could fire on the beacon and still hit you target.

I mean beacons do have tactical importance, but they are a locator not a information gatherer. If beaconed, that player should be able to be tracked but ship stats should be sent unless you are in "sensor" range (what is it 2500gu- depending on ship class currently?).


Sure as a kluth player, the beacon should be trackable while cloaked/uncloaked. However, if cloaked the armour/hull status should be hidden.

In the event that I'm beacon there is no reason for the ICC/UGTO to know, that facilities on deck 3 section 14 are low on toilet paper. Or that tactical drones are reading Twilight for insight on the Human mind. There should be some limits to the device.

[ This Message was edited by: Seamus Rooke on 2007-01-07 15:21 ]
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Ospolos
Grand Admiral

Joined: January 31, 2004
Posts: 567
From: ON, CANADA
Posted: 2007-01-07 16:57   
I am ok with this if the following possibilities are met:


  • Beacon only shows it self on nav map, and what location it is currently at
  • Beacon does not reveal the ship and its stats
  • Beacon only limited to scouts
  • Beacons can be removed via supply drones


otherwise scouts become more of a threat like the interdictor, however, it does seems fine and fair, having a solid purpose for the scout, so maybe:


  • Beacon only shows it self on nav map, and what location it is currently at
  • Beacon does not reveal the ship and its stats
  • Beacon limited to scouts
  • Beacon only can make contact range of (a tested range of fairness) to the owner ship if it is with in that range. (This allows the point for long jumping out of battles)


[ This Message was edited by: Ospolos on 2007-01-07 16:59 ]
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buzzcoxss (Artisen Anitomical)
Fleet Admiral
Sanity Assassins


Joined: September 19, 2004
Posts: 144
Posted: 2007-01-08 20:37   
i agree with seamus on that
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2007-01-09 20:19   
agreed
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2007-01-10 21:55   
Some nice ideas but why not make it even simpler, beacons, upon landing, remain targettable objects that just so happen to be moving with the target ship. They last a short time (little battery power, would have to be tested but why not 1 minute) and if you leave a 1000 gu radius of the ship that fired it (or, for simplicity, any ship of that faction) it stops working.

Personally I would think that would make for a great beacon but I'd settle for any changes really, beacons as they are just don't really make sense (as was said, why should they know we're low on toilet paper )
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Coeus
Grand Admiral
Sundered Weimeriners


Joined: March 22, 2006
Posts: 2815
From: Philly
Posted: 2007-01-11 21:34   
Old School Beacons 4tw!

I'd like that better than the spamable crap we have now...
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Zepher
Grand Admiral

Joined: November 09, 2002
Posts: 181
From: San Antonio, Texas
Posted: 2007-01-12 13:08   
i agree with with the supp ships being able to remove the beacons say for a 20 second disarm time but limmiting beacons to just scouts is tring to take the upper hand, and unbalance the game. if i was the main programmer and told the community that we are going to limit the cloak device to just scouts on the luthy side i am sure you would be responding the same way i am.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-01-12 15:12   
Quote:

On 2007-01-12 13:08, Troy Mars(Mirv Harlot FTW) wrote:
i agree with with the supp ships being able to remove the beacons say for a 20 second disarm time but limmiting beacons to just scouts is tring to take the upper hand, and unbalance the game. if i was the main programmer and told the community that we are going to limit the cloak device to just scouts on the luthy side i am sure you would be responding the same way i am.



Uh... You're making no sense. Beacons on all sides are being limited to scouts, to make them useful, and to stop everyone spamming becons, as it's being done to balance the game.
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doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2007-01-12 20:36   
I like masks idea
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2007-01-24 19:43   
it would also be good if you shoot 10 beacons at a ship, Only one stays on. it should also only be able to be seen by the faction that tag the ship.
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Abandoned Ships[AS]
Cadet

Joined: December 21, 2004
Posts: 46
Posted: 2007-02-03 15:50   
While we're at it we could try making a component that charges the ship's hull and armor with emp pulses to destroy the beacon when it is attached.
Also there should only be a one beacon per target so that it doesn't cause lag.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2007-03-25 21:18   
I wholeheartedly agree. The beacon should not reveal any info about the ship. It shouldn't even show the ship's icon in F2, just the beacon. All the beacon should do is travel with whatever ship it's stuck to. If the ship is cloaked it remains cloaked. You can target and fire at the beacon but you won't know what kind of ship it is if it's cloaked.


[ This Message was edited by: MrSparkle on 2007-03-27 13:11 ]
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Feralwulf
Grand Admiral

Joined: January 24, 2004
Posts: 1729
From: sitting somewhere drinking beer
Posted: 2007-04-07 08:13   
Quote:

On 2007-01-12 15:12, BackSlash *Jack* wrote:
Beacons on all sides are being limited to scouts, to make them useful, and to stop everyone spamming becons, as it's being done to balance the game.





HORSE APPLES!! They should be slotted with Tractor beams and Mining beams......Balance my Arse...Balance is evil.
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