' 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?
' 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.