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encouraging smaller ships |
Ravendark Marshal Sanity Assassins
Joined: July 01, 2010 Posts: 443
| Posted: 2011-06-15 20:38  
just another grand idea, not very tought trough but i think it has a small potential.
an enhancment that gives 'aura' like effect. something that was discussed for command class. well as any big ship can be kind of a 'commanding' vessel for any smaller ships. there could be enh that gives certain bonuses to certain call so ships.
for example, you have dread with that weird new enh, that give destroyers some % of defense or offensive power. or something. might encourage more to use different types of ships.
and one other idea just poped up few secs ago. station made completly immobile. but tractor beam could move them. lets say at max speed of 4gu, any speet above it it seriously drain out energy from towing ship. only capability would be jumpdrive.
toughts, ideas, improvments?
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Deth *CO2* Chief Marshal Army Of Darkness
Joined: March 22, 2010 Posts: 193
| Posted: 2011-06-15 20:50  
i can find a exploit, get like 5 scouts all with defense aura's and Camp on a station , or... Unless those aura's will affect only smaller ships. then its fine.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-06-15 21:20  
Reduce the difference in weaps levelling and I'll fly smaller ships.
Eg. If the same ruptors on a cruiser does 0.9x damage that of a dread, I'll fly a cruiser. And if the weaps on a dessie is 0.9x that of a cruiser. etc etc.
I'll simply fly Claws and zap the hell outta enemy dreads. They're cheaper to lose.
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Panduh Grand Admiral Pitch Black
Joined: June 03, 2007 Posts: 250
| Posted: 2011-06-15 21:34  
1.670
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Lrd_Hunter Grand Admiral
Joined: August 16, 2006 Posts: 245
| Posted: 2011-06-16 04:46  
they aint going to bring back tractor beams on ships lol. back in the day people use to use tractor scots quite effectly lol. lol i remmber when i first was able to fly a dread and was sitting at a planet and cant remmber there name but they jumped in activated the tractor beam and pushed me intot he planet lol
yea that aint going to come back
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Ravendark Marshal Sanity Assassins
Joined: July 01, 2010 Posts: 443
| Posted: 2011-06-16 05:25  
combat aura thing would be only for capital ships. scouts can have range auras or something similar. and bonuses dont stack.
and tractor thing would only work on station, and like i said, with really low speed, anything above would eat monstrosus energy, so planet pushing wouldnt work. unless you get gangbanged by tractor ships and cant blow them up un time..
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Ray[OU] Marshal
Joined: December 07, 2010 Posts: 189 From: Some where in deep space, From another galaxy. [Origin Unknown]
| Posted: 2011-06-16 09:24  
so if i undersrand correctly you want to make stations not have ability to move and for movement they have to use JD or tractor beam correct im confused in open space a station wud not move cuz it have nothing to tractor im very confused can you please explain it to me better thanks
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jamesbob Grand Admiral
Joined: August 22, 2009 Posts: 410
| Posted: 2011-06-16 09:25  
what lunacy are you raving on about now because i did not understand a word you said.
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Danek Ma`arna C`arns Fleet Admiral
Joined: March 26, 2004 Posts: 102 From: Atlanta
| Posted: 2011-06-16 11:02  
I have been flying the smaller ships for a long time. The only thing we have ever seen are nerfs, nerfs, and nerfs disguised as buffs.
The EAD pilots are VERY jealous of their power, and demand that all smaller ships be unable to damage them, must fly within cl2k range to do 1%, and our ships MUST be destroyed in one cl2k alpha.
I believe that line is written in the developer handbook as rule one. It must never be broken, lest the EAD pilots cry rivers.
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Krim {C?} Marshal Galactic Navy
Joined: June 24, 2002 Posts: 362 From: Boston MA
| Posted: 2011-06-16 11:18  
Quote:
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On 2011-06-16 11:02, Carns wrote:
I have been flying the smaller ships for a long time. The only thing we have ever seen are nerfs, nerfs, and nerfs disguised as buffs.
The EAD pilots are VERY jealous of their power, and demand that all smaller ships be unable to damage them, must fly within cl2k range to do 1%, and our ships MUST be destroyed in one cl2k alpha.
I believe that line is written in the developer handbook as rule one. It must never be broken, lest the EAD pilots cry rivers.
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If a Frigate goes up against a Guided missile cruiser or battleship, I wouldn't expect it to do much good. It's the reality of combat today and will be in the future.
Small ships are only useful against larger targets in groups, plain and simple, and that's how it should be.
I've been in my EAD against a single ICC Assault Frigate, if he strays into beam range, he deserves to die. But when 3 more assault frigates show up and i'm alone, forget it i'm out, not to mention 3 assault frigates and an ECM scout to help hide everyone.
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2011-06-16 13:33  
actually.. have you seen the New New frigate layouts?
New sensor frigate has nearly the same guns as the AF + stealth systems.
You can fly at full speed, run 4 ecm and blast away with negligable energy loss and -4 everage sig...
[ This Message was edited by: Defiance*XO* on 2011-06-16 13:34 ]
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Marius Falix Grand Admiral
Joined: July 05, 2010 Posts: 268 From: Luyten
| Posted: 2011-06-16 13:42  
under the impression every module firing greatly increases sig, by say 4-10 for each?
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SpaceAdmiral Grand Admiral
Joined: May 05, 2010 Posts: 1005
| Posted: 2011-06-16 15:05  
In a game with a huge player base swarming with small ships is a viable tactic.
In a game where 30 players on at once is a rarity, every number counts and big ships are more efficient here in smaller numbers.
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Admiral Kamikaze Bacon Fleet Admiral *Renegade Space Marines*
Joined: July 01, 2010 Posts: 35 From: Admiral Kamikaze Bacon
| Posted: 2011-06-16 16:13  
+1 to the concept, and I've been thinking of it for quite a while, but I've been reluctant to bug the developers in the middle of this big Beta release. I was thinking have the Command Dread (and equivalents) be able to equip with a field effect bonus to nearby ships, so a fleet assembles, the Command Dread triggers its bonus, affecting all ships within the radius for a given time. The downside is the memory load to calculate the radius, duration, and to only temporarily change ships' stats in real time.
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Ravendark Marshal Sanity Assassins
Joined: July 01, 2010 Posts: 443
| Posted: 2011-06-16 17:22  
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On 2011-06-16 09:24, Grand Admiral Ray [OU] wrote:
so if i undersrand correctly you want to make stations not have ability to move and for movement they have to use JD or tractor beam correct im confused in open space a station wud not move cuz it have nothing to tractor im very confused can you please explain it to me better thanks
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ya i get theese mooments of "visions"
stations are immobile. only way of movement is jd or wh. since its immobile, cant go trough wh by itself. if would require engy or suppy with tractor beam to push it trough.. since its a STATion (somehow referes to stationary - makes more sense) and is somekind of base. now stations are used as super ships, even we say its a station... and using station spam tactic is OP and unfair. so why not add some more "cost" to station spamming...like making them immobile and if they want to be used in offensive purposes, they would need engry or suppy to move them, thus having at least that weak spot.
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