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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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idea for carreirs/caps

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idea for carreirs/caps
Offline tansytansey
09-15-2010, 11:59 AM,
#21
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Posts: 4,099
Threads: 67
Joined: Aug 2008

' Wrote:Actualy, and I dont know why I didnt think of it before..... cargo space.
Have a weapon that on impact reloads a snubcraft's ammo (not regens).

Have each unit of ammo for that weapon take up X ammount of cargo capacity.

It'd work, and would explain the need for large cargo capacity on large caps.

If a cap ship can't kill a snub craft with it's weapons how are they supposed to shoot it with an ammo gun?

A snubcraft would have to sit still or something to get replenished. Wait for bomber to replenish, pulse+razor idle ship ftw.

How does an ammo gun even make sense? It's worse than a repair gun, shooting something fixes it now? And replenishes it's ammunition?


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Offline yurineova
09-15-2010, 01:36 PM,
#22
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Posts: 744
Threads: 25
Joined: Jul 2007

' Wrote:If a cap ship can't kill a snub craft with it's weapons how are they supposed to shoot it with an ammo gun?

A snubcraft would have to sit still or something to get replenished. Wait for bomber to replenish, pulse+razor idle ship ftw.

How does an ammo gun even make sense? It's worse than a repair gun, shooting something fixes it now? And replenishes it's ammunition?
oooh I didnt even get that at first, a ammo gun.

Nah the way to do it is to open a trade window and if the pilot doesnt use thrusters or strafes, he should still be able to move within 1K of the trader. thats how we used to do it.

signature goes here once its done!
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