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Forum Index » » Developer Feedback » » [suggestion]Dictor on stations ?
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 Author [suggestion]Dictor on stations ?
Azure Prower
Chief Marshal

Joined: March 14, 2006
Posts: 309
Posted: 2011-03-28 12:26   
Quote:

On 2011-03-28 11:57, Fattierob wrote:


..or just kill it with another cruiser? Or destroyer?




Best of luck with that when it is not alone and can jump away from you. It's most likely suicidal unless you greatly out number the enemy.

Be in mind, I'm talking about some one who knows how to pilot one. Not your average joe who just hit the rank to use it.
[ This Message was edited by: Azure Prower on 2011-03-28 12:26 ]
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*Sovereign*
Marshal
*Renegade Space Marines*


Joined: March 19, 2010
Posts: 16
From: Deep Space Waiting To Attack Humanity
Posted: 2011-03-28 12:39   
Thats...retarded
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Koba
Chief Marshal
Praetorian Wolves


Joined: April 20, 2010
Posts: 309
From: United States of America
Posted: 2011-03-28 16:17   
this is a dumb idea

and for those who dont like my comment........derp
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-03-28 17:16   
.....People seem to forget that Interdictors regularly park ontop of stations anyway.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2011-03-28 17:24   
Quote:

On 2011-03-28 12:26, Azure Prower wrote:

Best of luck with that when it is not alone and can jump away from you. It's most likely suicidal unless you greatly out number the enemy.



Well, isn't your job to stop them from hitting your more valueable assets? (dreads/stations)? If you make the dictor flee, isn't that a victory?

Besides, if they're shooting you they're not shooting your allies.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-03-28 17:35   
Quote:

On 2011-03-28 17:24, Fattierob wrote:
Quote:

On 2011-03-28 12:26, Azure Prower wrote:

Best of luck with that when it is not alone and can jump away from you. It's most likely suicidal unless you greatly out number the enemy.



Well, isn't your job to stop them from hitting your more valueable assets? (dreads/stations)? If you make the dictor flee, isn't that a victory?

Besides, if they're shooting you they're not shooting your allies.




You know, that reminds me, before the trend of instantly parking ontop of the nearest station started I would regularly go after Interdictors with a Sensor Corvette. Most often they'd cloak/flee, or SD after trying a couple short jumps (1-2k), and sometimes I'd actually kill them. Was almost a 100% guaranteed kill on the rare occasion I could get someone else to grab another Scout and join in.
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Adapt or die.

Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-03-29 14:24   
Quote:

On 2011-03-28 11:38, Azure Prower wrote:

Doesn't stop them from going slow and jumping you when you're almost out of the dictor field.

Only way to effectively counter a cruiser dictor with a good pilot is another dictor.

I'm fine with that though because on their own, cruiser dictors can't even kill a supply/transport ship before it kills them.




This.

Is it so much to ask that dictor's jump be disabled while dictor is active?

Nobody flies dictors unless they have overwhelming firepower. Usually most folk get how annoying it is, and follow the "Unspoken rule" that if you fly a dictor, the other side gets one out too, and everyone is irritated.
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Indictor: 1. To accuse of wrongdoing

Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2011-03-29 18:18   
Quote:

On 2011-03-28 12:15, Kenny_Naboo[+R] wrote:

Let's replace all the core weapons on the stations with their faction's version of a Yamato cannon....






Meh, THe 6 Barrel Version is better, 6 Shots in a row, Or 1 big Shot,( kills the ship thou)


[ This Message was edited by: Zero28 on 2011-03-29 18:27 ]
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jamesbob
Grand Admiral

Joined: August 22, 2009
Posts: 410
Posted: 2011-03-29 21:00   
i prefer we do not put dictors on stations otherwise the only thing you will see is big red discs of ugto station fleets spreaded out to cover a 5k by 5k gu area XD
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-03-29 22:25   
If you guys ask me... I say that dicos should affect all ships regardless of factions. Only then will it be a truly strategic tool.

This includes the dico ship itself. So if a dico ship gets pursued, it needs to turn off the dico to jump or escape. So being a dico pilot isn't just... run run run, short jump to trap another ship, then run again.

You'll have to think.... as a dico, do I turn it off now? One of my allied ships is burning and needs to jump out... but if I turn it off, some other enemy ships may escape (or reinforcements jump in).

Add more brains to the game.


And we should increase the dico range to 1500 or 2000, if it's gonna be an "affect everyone" effect.


[ This Message was edited by: Kenny_Naboo[+R] on 2011-03-29 22:37 ]
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2011-03-29 23:11   
Pretty much not likely to happen. People already complain about dread and station space... Having dictors a specialized ship helps force mixed fleets.
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2011-03-30 01:38   
Dictor Plus Stations = win.
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Thresh
Grand Admiral

Joined: January 27, 2011
Posts: 5
From: Bucuresti Romania
Posted: 2011-03-30 01:39   
WRONG NO DICO ON STAT
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Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2011-03-30 03:12   
I should demonstrate how dico on cruiser is nasty
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Gerlach
Marshal

Joined: May 07, 2010
Posts: 78
Posted: 2011-03-30 04:17   
Quote:

On 2011-03-29 22:25, Kenny_Naboo[+R] wrote:
If you guys ask me... I say that dicos should affect all ships regardless of factions. Only then will it be a truly strategic tool.

This includes the dico ship itself. So if a dico ship gets pursued, it needs to turn off the dico to jump or escape. So being a dico pilot isn't just... run run run, short jump to trap another ship, then run again.

You'll have to think.... as a dico, do I turn it off now? One of my allied ships is burning and needs to jump out... but if I turn it off, some other enemy ships may escape (or reinforcements jump in).

Add more brains to the game.


And we should increase the dico range to 1500 or 2000, if it's gonna be an "affect everyone" effect.



I think the same way.
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