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Ship power reroute command - 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: Ship power reroute command (/showthread.php?tid=39841) |
Ship power reroute command - sean24 - 05-11-2010 Cool idea. Might also be good to have a cooldown period like with jumphole usage otherwise people will /setmsg flhook spam. Ship power reroute command - Prysin - 05-11-2010 /approve Ship power reroute command - tansytansey - 05-11-2010 Kinda like Starlancer. Had the ability to swap your power between guns, shields and engines. It took power from two places and focused it into one. It'd be awkward having to type it in all the time, would it be possible to map it to keys I wonder? Ship power reroute command - NewHealthRock - 05-11-2010 Coming from a veteran PVP-tumor like myself, not a bad idea at all. Might I also suggest a "scan" command that can be used to spot what kind of power reroute the targetted ship is using? Ship power reroute command - Prysin - 05-11-2010 ' Wrote:Kinda like Starlancer. Had the ability to swap your power between guns, shields and engines. It took power from two places and focused it into one. that will be hard i asked cannon once if we could make /givecash work with IE: /setmsg 1 but we could make the command smaller; /RR O (offensive)/ D (defensive) / S (speed) Ship power reroute command - Bear - 05-11-2010 Posts made invisible at the request of the OP. Bear Ship power reroute command - Exsiled_one - 05-11-2010 /cooldown! and i agree. or rather... implement a cooldown before thing starts. on smaller ships it could be 2 seconds from when you type /offense to when it happens, while on capital ships it could be 10 seconds. Ship power reroute command - kalimero2 - 05-11-2010 meh all cons deletet... resume: too much OP bombers Ship power reroute command - Tenacity - 05-11-2010 interesting idea but I think your numbers could use some work. Let's look at some individual classes: VHF Shield Regen: 245 Power Regen: 1,100 Offense would put you at: Shield Regen: 24.5 Power Regen: 1650 Defense would put you at: Shield Regen: 367.5 Power Regen: 110 Cruiser Shield Regen: 3,100 Power Regen: 95,000 Offense would put you at: Shield Regen: 310 Power Regen: 142,500 Defense would put you at: Shield Regen: 4,650 Power Regen: 9,500 With the 90%/50% you've suggested, you basically become unable to fire weapons in defensive mode regardless of shipclass, while only gaining a negligible increase in shielding. In offense mode, the power regen is probably significant enough, and the shield regen nerf would only be an issue in larger ships which cannot dodge enemy fire (in this example a cruiser could stay at range and gain the benefits of the power regen buff while not worrying about getting hit, a battleship or heavy cruiser on the other hand would be getting pummeled). I think a straight 50% gain 50% loss split would be more appropriate, or even a 50% gain 75% loss split. Ship power reroute command - Alex. - 05-11-2010 If this would happen, weapons like the SNAC would have to have their energy usage increased so people can't continually fire them IMO. Somehow, I don't really want bombers like the Barghest to be able to fire two SNACs in a short period of time. |