As far as i've seen, the Flack turrets are not very effective against fighters. Perhaps some kind of auto-detonate could be installed, so they explode after going a certain distance or have been active for a certain ammount of time. Even better if they could explode at a certain proximity, so a fighter would be flying along against a battleship and have Flack shells popping like firecrackers after and around it (I actually doubt this can be done. Just a thought, anyway). Perhaps upping their speed just a tad as well.
For missiles, I think a little re-vamp would be nice. Like so... STF Missile Turret (Ship-to-Fighter)
Small, agile, and fast. Deadly in numbers. Can be loaded with different warheads for shield-busters, hull-slammers, or homming packets. Can fire two missiles per second. STS Missile Turret (Ship-to-Ship)
Large, can track, and slow. Do massive ammounts of damage, no matter what warhead you load up due to the larger size of the missile. Fires a missile a second. Bombarder Missile Turret
For use against static targets or large formations. Think torpedo with a little more tracking and perhaps a little more speed. These will require ammunition, in limmited quantities (10 or less... These guys are ment to be nasty). The biggest "missiles" around, do most damage. Only one warhead type. Fires one missile every two seconds.
Of course, these are just suggestions. Take 'em or leave 'em, I'm just throwing them out there.
This is the real true story of rock and roll; it was not about anything more then, how to live your life, as a gangster, in sartorial splendor, and turning the world into a place where normality would never return again...- Malcolm McLaren
Here's something I've been wanting for a while: The ability to change your character's costume after making them.
It's great that you can put Trent in different outfits and play dress-up with him before you make your character, but is there any way to be able to change it in-game? As it stands, I have an Outcast in a Liberty Navy uniform and a Corsair in a Rheinland Military uniform. I would like to change that, and I don't see any way to do that short of starting those characters over again.
But then, I may be wrong about the entire thing. Is there a way to do that already? I only asked one person about it and he said no, but hey, maybe that guy doesn't know everything.
Also, I must agree with Kane on the Flak turret thing in the above post. I bought some recently for my new cap-ship expacting them to do just that, but obviously I was wrong. Kane's idea for the Flak turrets sounds great.
Flak turrets do need a desparte upgrade. Proximity detonation would be the best.
Battleships need this IMO. Weapon batteries on the port and starbord that only fire in one directio/have a 90degree turning radius. This would make it so that u would have to act like real battle ships and broadside your oppenet. on the top rinning along the "spine" of the ship was were ur antibattleship turrets would be . these would be slow to alline themselves with the target. they would be like beam weapons that would shoot out big, long lasers that do lots of damage but have slow refire. The scatter about the ship would be anti fighter turrets these could be set to autofire or u could maunal aim them as one.
I know this would be nigh impossible to implement but it would make the battleships as reall as possible
Flak turrets are hard to aim because they are un-guided missiles, well they look like that if you look at their stats.
Flak shots go in a straight line between the point they were fired from and their target, their range is 0m (no idea why) but I've hit and killed transports, freighters, fighters, cruiser patrols etc at nearly 2 km.
As long as one flak shell hits something then all the rest in the salvo will blow up too, it takes alot of practice to hit anything and your chances increase alot if you just sit still and they increase even more if you have 4+ flak turrets.
to me that isnt a 'flak' turret,
to me a flak turret is lke a shotgun,
rufly aim and fire,
if the slug hits it hen good, if not you still get a bit of flak&shrapnel damage
A real flak turret has a big ball of shrapnel and bunched up with exploasives. Once it gets within proximity of a target, BOOM it exploads and basicly any small fight will be destroyed.
Qunitinius~Verginix,Aug 31 2006, 01:37 PM Wrote:A real flak turret has a big ball of shrapnel and bunched up with exploasives. Once it gets within proximity of a target, BOOM it exploads and basicly any small fight will be destroyed.
A shotgun would be nice tho lol :P
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Exactly... I just don't think flak guns fire fast enough..
The word flak comes from the German ... Fliegerabwehrkanonen ... Now you know why
they shortened it. Proximity explosions were created by preset altitude detonators. A
quite devastating anti aircraft weapon of the second world war.
Our flaks are fast compared to those, at just 15-20 rounds a minute.
Hoodlum
Some say he is a proud member of: "The most paranoid group of people in the Community."
A second arena system, except not for PvP. Its simply a place to put your ship to the test. Nomads there could fly house ships, Nomad ships (with shields), pirate ships... Whatever... Best shields, weapon load-outs that do a lot of damage. AI set to as high as it can go.
I came up with this idea while fighting the Wraths in Rheinland. A challenging set of opponents, but not good enough. I want NPC's that will kill people no matter what ship the player is flying. (Other than capships, of course.)
Is this possible? Is the AI for some NPC set to max already?
Lovely discussion re oozing shrapnel wounds, Lads,
but a single wee issue on my druthers list.
Radar.
Other players show up on the "!" function, as well as the "All items" function; but, not on the "Ship" function. Gets a bit old flipping back and forth on the "radar".
Any way we could get other players to show on the "Ships" display as well?
Cheers
<span style="font-family:Trebuchet Ms">Brotherhood of Light ~ Grenoble ~ Belfast