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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Ship power reroute command

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Pages (3): « Previous 1 2 3 Next »
Ship power reroute command
Offline SeaFalcon
05-11-2010, 03:04 PM,
#11
Member
Posts: 3,044
Threads: 101
Joined: Aug 2009

Energy boost on a bombah... awesome! Long range snac spam incoming.

How long should this boost work? 30seconds on small ships or 1minute?

On big caps 10 minutes? with both a 5 to 10 min cooldown?

I approve the idea just need to see the numbers of cooldown time and duration.
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Offline Dab
05-11-2010, 04:51 PM,
#12
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

From a balance standpoint, I'd suggest putting this into effect for only warships. That means GBs and up. Transports using the defense command could become too hard to kill without a bomber on offense, and they've got enough protection already. Bombers could likewise become too powerful by being able to use SNACs very often. Shields are pretty useless on bombers against fighters already, so it'd make little sense NOT to use offense the entire time.. And if they do, that means they can fire a SNAC every single time they see their target, including if it were a fighter. It'd make them too powerful, and increase the amount of SNAC usage against fighters.

This could offer some very good elements to capship tactics though. Say the enemy focuses their fire on a cruiser, ignore the battleship.. Cruiser goes into defense and dodges/stays near the BS. The BS can then use offense and provide extensive fire support. Vice Versa could happen as well.

As was already brought up; The 'defence' ability needs upgraded to be on par to the offense. Initiating defense should mean you can do nothing but move and recharge shields.. And in doing so, have extremely powerful shielding. Defense should increase your shield capacity and/or recharge by 2x. Offense should halve it, while doubling your energy cap and/recharge.

It's a good idea, but the numbers will need worked on, and I'd suggest making it only usable for capships at the moment.

[Image: DFinal.png]
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Offline Switchback
05-11-2010, 05:08 PM,
#13
Son of Malta
Posts: 1,623
Threads: 177
Joined: Mar 2010

well personaly i would like a /scanner so almost all Power is diverted to the scanner for long range scanning of objects.

but i approve of this post.


plz dont kill me for topic steal :|

for capships a /shields command so that shields are offline untill you enable them, but some power is diverted. Gives the sence of a captain saying Shields up, which would say on local something like "Andrew: Shields up"

just tell me if u want me to oblitherate that part;)

Power does not corrupt. Fear corrupts... perhaps the fear of a loss of power.
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Offline ... kur nubėgo?
05-11-2010, 08:26 PM,
#14
Member
Posts: 3,019
Threads: 114
Joined: Jul 2008

Hate everything what messes with old style pvp fighting.

Don't want


But if talking about cap ships. Most propably this would be intresting.

Omega Pirates Guild
History of OPG | Antonio "Vilkas" Devivar
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Offline Rodent
05-11-2010, 08:34 PM,
#15
Member
Posts: 2,174
Threads: 183
Joined: May 2009

That'd certainly be interesting.

For smaller ships....I dunno. If we want to implement it all across, constraints are needed, either a short burst through the command. Or a long time sitting without movement so the power can be re-routed. Option 1 gives you the choice of changing in between the battle, but effects don't last that long.

Option 2 gives you a longer lasting effect, but once you get into the battle, you are effectively stuck in the mode you chose.

I'd prefer Option 1. in-RP you could have something like a Reactor Overload or something like that.

For caps, definitely.
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Offline hribek
05-11-2010, 08:35 PM, (This post was last modified: 05-11-2010, 08:36 PM by hribek.)
#16
Member
Posts: 1,159
Threads: 61
Joined: Dec 2007

' 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.

It'd be awkward having to type it in all the time, would it be possible to map it to keys I wonder?

Last time I proposed something related to power management features, Igiss torped it for making the game too complicated, I think. (if I remember correctly)
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Offline CzeReptile
05-11-2010, 10:57 PM,
#17
Member
Posts: 2,238
Threads: 89
Joined: Mar 2009

Nice idea! ++

[Image: n24ZouO.gif]


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Offline Zapp
05-11-2010, 11:09 PM,
#18
Member
Posts: 4,978
Threads: 267
Joined: Sep 2007

Nice ideas all around. At least, we haven't descended into mindless raeg and spam.

I think it'd be best for capships. Don't wanna see kamikaze fighters, those things are awful to fight.

[Image: u8rHEaq.png]
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Offline Irra
05-11-2010, 11:17 PM,
#19
Member
Posts: 1,329
Threads: 35
Joined: May 2008

Should only work for capitals.. Cruisers and above please

Do I have to say I like the idea? Yes I like idea;)

this is cool signature
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Offline Enko
05-13-2010, 05:44 AM,
#20
Developer
Posts: 306
Threads: 28
Joined: Jul 2008

Nightmareish to balance, even with caps. It effectively reduces most cap duels to all out nuke on eachother, esp battleships where shields are hardly used at all in a flat out nuke duel, however smaller battleships could become really hard to kill if still at a decent range. I cant think of much right now but im sure alot of messy situations can come up, its the sort of thing that needs to be implimetned and tested repeatedly.

No for fighters/bombers too.

[Image: RrJ0WDv.jpeg]
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