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Repair Ship - 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: Repair Ship (/showthread.php?tid=58341) |
Repair Ship - Zweibrucken - 04-12-2011 right ive been speaking to afew people online about the repair ship...it may have 4000regens but cant actuly "repair" a ship so i decided to mention you can make guns that do minus damge that would in theory repair ship rather than do damge. This can be done i have seen it work before and is very fun. stats could be somthing like this Owner: Civilian Weapon Class: unknown atm Energy Type: unknown atm Hull Damage: -500 Shield Damage: 0 Range: 1000 m Projectile Speed: 750 m/s Refire Rate: 6.67 Energy Usage: 300 Price: TBA (these are just ramdom numbers) also have one for sheild regen with same but with - sheild damage or ones with differnt rates like one really slow refire but has high hull regen and other way round for more diversty This will mean more fun for Repair ship pilots and more rp and more fun in battles you may think but what if the repair ship gets attacked and he cant shot back...well are repair ships ever in space alone?...the answer is no they fly around planets/station reparing ships thus not needing guns for fight back please tell me your ideas...good or bad any feedback is welcome:) Repair Ship - alphadog - 04-12-2011 This would create some invincible battleships if you gather 3-4 of those things. It has to be really well balanced, because it will severely influence cap fights. Repair Ship - Zweibrucken - 04-12-2011 ' Wrote:This would create some invincible battleships if you gather 3-4 of those things. It has to be really well balanced, because it will severely influence cap fights.i know your point but the repair ships themselfs are actully weak and im sure a fighter or two could take em out thus diverting the regen guns away from the battleship whislt he tryes to flee the attackers making it a fairer fight, plus i dont think in massive battles there would just be repair ships and battleships as that would just look stupid...and very oorp Repair Ship - Asbestos - 04-12-2011 ' Wrote:i know your point but the repair ships themselfs are actully weak and im sure a fighter or two could take em out thus diverting the regen guns away from the battleship whislt he tryes to flee the attackers making it a fairer fight, plus i dont think in massive battles there would just be repair ships and battleships as that would just look stupid...and very oorp Yes, because here we never do stupid or oorp things. Also, I remember this idea was tried before, and that the repair guns that you describe would actually instakill anything that aleady had full hull health when used. Repair Ship - Zweibrucken - 04-12-2011 ' Wrote:Yes, because here we never do stupid or oorp things.well i dont think many people will want to be repairing rather than fighting also on myold server(cant remember so long ago) we didnt have that problem maybe just use common sence( i know disco lacks this but hey) and repair it too 99% rather than the whole hog Repair Ship - Pinko - 04-12-2011 Quote:well i dont think many people will want to be repairing rather than fighting :lol: Also, use the search button. Repair Ship - Not Espi - 04-12-2011 more like 100m range, 0.1 refire. that stuff takes time. what you proposed is 3.5k+ hull per second Repair Ship - Zweibrucken - 04-12-2011 ' Wrote:more like 100m range, 0.1 refire. that stuff takes time.they was just ramdom numbers everything can be changed Repair Ship - Prysin - 04-12-2011 honestly, this was tested... i know some other mods has it but there is stability issues... and if lucky youll bring a CAU8 juggy down on one shot (immagine a army of instakilling healers) Repair Ship - Pinko - 04-12-2011 Negative shield damages would restore powerplants? Oh the SNACility. |