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Admin notice: cruise is fleeing rule is removed - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6) +--- Forum: Rules (https://discoverygc.com/forums/forumdisplay.php?fid=25) +--- Thread: Admin notice: cruise is fleeing rule is removed (/showthread.php?tid=29021) |
Admin notice: cruise is fleeing rule is removed - joshua - 10-29-2009 well, now think. are we making the game fairer here, or are we making it realistic? with the "no cruise" rule, we couldn't do things that in life (if we had space ships) we could, and we're not going to get sanctioned for it. its not fair, but then again, life isn't fair. all we can do is think of the positives. perhaps the caps can cruise now, but if they get close, howabout you STOP THRUSTING, and cruise like them. then it becomes a chase and you make it to a dock most of the time. True, im not saying i like this, but i have given it thought before. Admin notice: cruise is fleeing rule is removed - Grumblesaur - 10-29-2009 ' Wrote:yup.Cannon, that won't stop them from EKing after your fighter while waiting for the guns to recharge. *shudders* OH THE HORROR! MY POOR FIGHTERS! D: Admin notice: cruise is fleeing rule is removed - darthbeck - 10-29-2009 I just had a fight with this. I dont like it. But hell man, i can sure use it to my advantage. Admin notice: cruise is fleeing rule is removed - Gaz83 - 10-29-2009 What about traders?, its going to make it impossible for traders to get away from pirates. Admin notice: cruise is fleeing rule is removed - Egon Bigmemes - 10-29-2009 My Juggernaut takes about 90 seconds to drop from 349m/sec to 348m/sec. So this ruins the point of the engine drain >_>, but I believe the engines drain when you are going faster than 201m/sec, so this point is moot. Admin notice: cruise is fleeing rule is removed - Bazza - 10-29-2009 My solution is to increase the cruise charge time in increments, the bigger the ship is. Fighters, freighters, transports = 5 seconds. Gunboats = 15 seconds. Cruisers (and other "class 9" ships) = 30 seconds. Battleships (and other "class 10" ships) = 60 seconds. That gives enough time for a smaller ship to get into cruise and get outside of disruptor range. Anyone who complains about caps being slow should seriously consider just what it is they are flying.:) In order to fix cruise sounds, slow them down and edit pitch in any half decent audio-editing program such as Audacity. Admin notice: cruise is fleeing rule is removed - kindred - 10-29-2009 Eighty percent of my characters are very heavy fighters, I'll see how it works out but initial outlook seems bleak. Admin notice: cruise is fleeing rule is removed - joshua - 10-29-2009 ok, maybe 30 sec. i could take, but waiting a minute to have cruise charge up? some people dont have the time to waste waiting a minute every time you cruise, and cruising comes up a lot in the game. But yes, i see where your coming from. perhaps increase cruise time, but not TOO much. Admin notice: cruise is fleeing rule is removed - Benjamin - 10-29-2009 well, caps were ganked before, but now it's just going to be obscene... Admin notice: cruise is fleeing rule is removed - darthbeck - 10-29-2009 ' Wrote:My Juggernaut takes about 90 seconds to drop from 349m/sec to 348m/sec. It stops draining once you ekill. |