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Feature request: /stuck Keybind - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Feature request: /stuck Keybind (/showthread.php?tid=106225) |
RE: Feature request: /stuck Keybind - Trogdor - 10-22-2013 (10-22-2013, 12:33 PM)Coin Wrote: could be used in combat Nah, can't use it while you're moving. That means no engine kill, and you can't use it while you're turning either, unless you're just barely turning. So you're a pretty easy target. Tho it would be fine if a 1-2sec cooldown were put on it - You can't type /stuck faster than that anyway. And/or just make a rule against spamming it in combat. It puts a big green STAND CLEAR TOWING [NAME] in the chat every time you use it, so it would be pretty easy to file a sanction report. @Haste - U wot m8? I can't imagine trying to get through Omega 41 at impulse speed. It would take hours @_@ RE: Feature request: /stuck Keybind - Trail - 10-23-2013 (10-22-2013, 12:22 PM)Haste Wrote: Fly slowly. ^ this RE: Feature request: /stuck Keybind - Thexare - 10-24-2013 (10-22-2013, 12:22 PM)Haste Wrote: Fly slowly. Flying slowly doesn't help when you spawn stuck in something and can't type it fast enough. When doing an equipment transfer for a Nephilim in Conn, he got so stuck on undocking that I had to ram him several times to knock him at the right angle. Just typing /stuck wasn't working because the station geometry was forcing him back to where he started before he could type it again. RE: Feature request: /stuck Keybind - Trogdor - 10-24-2013 It may also save you from having to F1 in space, if you find yourself locked in infinite docking hell when trying to moor with a station or go through a jumpgate/hole. RE: Feature request: /stuck Keybind - Druen78 - 10-24-2013 I approve the idea. RE: Feature request: /stuck Keybind - DragonRider - 10-24-2013 No. RE: Feature request: /stuck Keybind - MrWeeks - 10-24-2013 (10-24-2013, 10:50 PM)DragonRider Wrote: No. I concur. RE: Feature request: /stuck Keybind - Trogdor - 10-25-2013 (10-22-2013, 11:48 AM)RichardNW Wrote: Could be problematic... Keybind spam? Besides, Aren't capships not supposed to go into 'roid fields Capships aren't supposed to FIGHT in roid fields. It's a way for smaller craft to escape from caps. But quite often, the only way to get from one system to another is to go through a field - the jumphole is in the field, the entire system is one giant asteroid and/or mine field, the base you need to get to is in a clearing within a field, etc. RE: Feature request: /stuck Keybind - MrWeeks - 10-25-2013 (10-25-2013, 01:11 AM)Trogdor Wrote:(10-22-2013, 11:48 AM)RichardNW Wrote: Could be problematic... Keybind spam? Besides, Aren't capships not supposed to go into 'roid fields True, and that I can understand. But that is why capships have a disadvantage with their size. Also, I think that there should be more navigation beacons in clearings for systems that are full of asteroids. Would allows capships to go through them. RE: Feature request: /stuck Keybind - Barbarossa - 10-25-2013 Good idea. And there's no way this could be used in combat since you have to stand still to make it work, /stuck command won't work on the move. |