![]() |
|
Give missiles to freighters. - 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: Give missiles to freighters. (/showthread.php?tid=105315) |
RE: Give missiles to freighters. - Trogdor - 09-26-2013 Why don't you guys seem to like the idea of transport missile turrets? RE: Give missiles to freighters. - Strichev - 09-26-2013 Transports and missiles? People are against that because weak transports are easy targets for pirates and that forces traders to hire escorts, thus promoting player to player interaction. Unfortunately this logic apparently also encompasses freighters that are not exactly one's favourite credits grinding machine. RE: Give missiles to freighters. - Syrus - 09-26-2013 I'd love to have 1 missile slot on freighters to be honest. A fighter is now much more powerful due to the missiles, freighters on the other hand don't get that bonus. I can understand that they aren't meant for big combat, but keep in mind, they are not good in brawls anyway, since they die faster with more people around while fighters can dodge more easily. A missile is not as useful while turret steering, unless it's a missile-turret anyway. If they are just meant for small time cargo transportation I'd like to point at the cargo-buff suggestion I brought up before. I would overall prefer the freighters becoming more useful in that regard, instead of becoming a combat-ship. I could imagine seeing the freighter as a smaller and harder to catch smuggler and as a good ship for pirating transports, but a ship which'd be not so good against snubs (due to them having missiles). At the moment though, it's cargo space is too low for the smuggling to be actual fun and it's capabilities at taking out transports are rather limited to be honest. Soooo...I neither say yay or nay. I'd prefer "No" if my option was considered. I'd prefer "Yes" if freighters were to stay as meh as they are. RE: Give missiles to freighters. - Luke. - 09-26-2013 No thank you. RE: Give missiles to freighters. - kikatsu - 09-26-2013 Would be interesting to see them I suppose, but I remember asking about something similar a while back and I just got a flat no. Putting them in the CD slot might work though, maybe limit it to a few ships. Freighters are combat ships, pirate freighters can be pretty mean too. They are not really big time money makers (yet) but their speed bonus makes for good smuggling and transport chasing. I am always up for more variety with available load uts. RE: Give missiles to freighters. - Karst - 09-26-2013 Voted yes. To everyone saying freighters aren't combat ships, freighters are for trading/smuggling etc.: Who trades in a freighter, exactly? Noobs in their first half an hour, before they can afford a Pelican or Gull? Let's face it, aside from that tiny minority, freighters that aren't meant to be combat ships serve no purpose. Sure, you can roleplay an explorer or smuggler, but you can just as well do that in a larger ship. The purpose of freighters is as a sort of allrounder: you can use TS/TZ to sorta deter snubs, while using your speed to thrust away from bigger threats. Missiles (which I don't recall ever seeing on a freighter anyway) did not make them overpowered in any role they took on. Their competitors in the small transport segment gained a whole lot of thrust speed, while freighters got nothing. So please enlighten me, people: how exactly is something with ~600 cargo space a "trade ship"? Trading means making money. The only reason you'd choose to fly a freighter for profit, is if you can't afford anything better. And if you're not flying it for profit, well, it's not really a trade ship then, is it? RE: Give missiles to freighters. - Murcielago - 09-26-2013 (09-26-2013, 04:04 PM)Karst Wrote: Voted yes. Read again what Karst has written. The man knows what he is talking about here. Kudos for you Karst. And yes freighter is prfect pirat machine. RE: Give missiles to freighters. - Trogdor - 09-27-2013 (09-26-2013, 02:01 PM)Sokol Wrote: Transports and missiles? People are against that because weak transports are easy targets for pirates and that forces traders to hire escorts, thus promoting player to player interaction. Unfortunately this logic apparently also encompasses freighters that are not exactly one's favourite credits grinding machine. Transports gaining missile turrets would let you fend off or destroy a lone pirate bomber, or -maybe- a lone gunboat (Mostly because gunboats are so weak right now, and it depends what transport you're flying. Not every transport is a CAU8 Bison). They're not going to save you if you come across more than one pirate, even on a battle transport. RE: Give missiles to freighters. - Leo - 09-27-2013 IMHO, most smaller Freighters are meant for fast delivery of goods. I'm NOT speaking of transports with 5K space, I'm talking about ships like the Anki with 500 cargo and crazy thrust and cruise speed. Most of the smaller freighters have pretty decent turning speeds as well. Missiles on Freighters isn't needed. Most have decent load out capabilities and missiles would just put them over the top. Plus, most freighters are meant to run like hell away from someone chasing you, not to turn around and make a stand. Just my opinion though. RE: Give missiles to freighters. - ~}P{~ Legendary - 09-27-2013 Space is dangerous. Every pilot need some firepower to save his/her life. I support the "place the missile on the cd mount" idea. I know .. traders gonna trade, but not all of them have the money to pay those hungry pirates. And a single freighter (just like newcomers) can't even afford to pay for an escort. Give them 1 missile mount, with limited fire angle... So they can't use it effectively while TS/TZ, so they need to face their opponent to make some succesful shots. On the other note, to not make them op, make it emp missile. Transport "Avalanche" Missile Turret Type I-II or something ![]() Tpye I's should be used on freighters on the cd mount, about 10k shield damage, 5-10k energy needed to be fired. Type II's should be used on bigger transports, one of the front-firing turrets, 20-25k shield damage, 15-20k energy needed to be fired. While it uses energy to fire, not all of the transports use them. Also, it drains the energy a lot, so the player should choose.. Waste all of his energy to take down his enemies shield, or use them rarely, and focus on dodging, and TSing. Make the ammo a bit expensive (10k per ammo, or even more) I'm a bit tired to think about balanced things, so if my idea is good, give it a shot, and please discuss it. |