The Kusari gunboat infocard is wrong. It says it has 1 gun and 3 turrets. It has like 4-5 turrets.
Also a thing about the Kusari destroyer. All the turrets that were "removed" (changed to level 2) are all the rear-firing turrets. If something gets behind the destroyer it can't shoot anything. Can we have 2 of those turrets returned to normal and two others removed?
Chiana,May 30 2006, 08:42 AM Wrote:For example in Alpha....
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Chi, I'll be very... upset in the sense of bringing there a Corsair or Bounty hunter base, even worse - a colony to Alpha. I like it the way it is, eventually, the Outcasts may get another base (The Corsairs have two in Gamma) like near the Tau-37 jump or Beta/Theta/Unknown jumps. An interresting thing would be (now Igiss'll shoot me) making The Hispania dockable as a Base with maybe some new Outcasts Capship most of us agreed they should be selling, maybe new weapons... just a thought...
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
yes hispania changes color depending on players reputation...and on some servers and mods they have hispania dockable....that would be nice touch to the mod..
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
Hmm... I don't think I would mind having my Reaper again. I really liked that ship.
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
1) It can't mount (without looking weird) cap-ship turrets.
2) It's got CM and mine dropper mounts, the other gunboats don't.
3) The info card says its a frieghter.
Suggestions to fix these problems:-
a) Re-name it the Kiith somtaaw bomber as the info card has to be changed anyhow, change the 2 gun mounts into 2 torpedo mounts. It's got enough turrets to survive and do damage without any gun mounts.
b) Remove the CM and mine dropper mounts, alter the infocard, change the turrets to being class 9 or 8.
Actually, I would just call it a Light Gunboat, instead make it a bomber.
It can support fighter weapons, but not cap ship. It has to have an MD to make up for it's lack of heavy weapons.
When I had it (Before getting a Rhinland Bomber), I just thought of it as a SHF, instead of a gunboat. It helps.
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
marauder,May 30 2006, 02:23 PM Wrote:The Kiith somtaaw gunboat has a few problems.
1) It can't mount (without looking weird) cap-ship turrets.
2) It's got CM and mine dropper mounts, the other gunboats don't.
3) The info card says its a frieghter.
Suggestions to fix these problems:-
a) Re-name it the Kiith somtaaw bomber as the info card has to be changed anyhow, change the 2 gun mounts into 2 torpedo mounts. It's got enough turrets to survive and do damage without any gun mounts.
b) Remove the CM and mine dropper mounts, alter the infocard, change the turrets to being class 9 or 8.
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Um.... I don't like those ideas... In my opinion its a anti-fighter ship ONLY. It has not enough energy for anything larger... And all capship info-cards say freighter, don't they?
Anyway, I think its fine the way it is. It barely has enough manueverability to take on a VHF... And as Kane said, its more of a Super Heavy Fighter.
like i explained before..i dont have much of a stable connection so cant play very often or very well online atm..so i ply the SP version a hella lot:).
Ok..New York to Alaska jumpgate is locked..cant open it except when im on the qiest to go to the prison..but after i beat the game it locks down.
Ok i found the way into Alaska system and the Toledo jumphole...figured i'd be lazy and jump into the alien gate..i can get in...but it is locked from you getting back out..also the hypergate generator door wont open either..but no biggie on that one.
Just thought i'd add my 1/2 a cent worth while yer at it:)
Thanks Deathshrike
Wrath pilot currently (is still looking for a halfway good trader vessel if anyone has any input:)