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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Slavery, Slaves & Slave Liners

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Slavery, Slaves & Slave Liners
bobeza
04-06-2009, 06:50 PM,
#11
Unregistered
 

i love that thing too, it makes me feel...like the mad doctor i roleplay as:)The Ultimate Torture Fortress, muahahahaahwwaahaaha:crazy:
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Offline sovereign
04-06-2009, 07:33 PM,
#12
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

If the Slave liner is to be sold with Slave Liner Turrets, and there's no ruling that they may not be traded out for Transport Turrets, then there should be some reason or another that they aren't traded out for Transport Turrets. Like, they hit harder, or they look totally awesome (which they don't, right now), or they provide pseudo-Battleship functionality to the ship (i.e. get close to me and you die- which would be lower range but far better damage). Something like that. But right now, there is no reason not to swap them out other than cost... which is pretty marginal, actually, especially considering that the ship costs over 100 million credits to begin with.

In summary, solutions to our conundrum are-
  • Make a ruling saying that the Slave Liner cannot use Transport Turrets
  • Slave Liner Turrets are given a niche of some sort- such as short range devastation, etc.
  • Slave Liner Turrets are made to look/sound so impossibly cool that it's okay that they're inferior
  • Slave Liner Turrets are made to be "simply better" than Transport Turrets, possibly with a ruling that Slave Liner Turrets cannot be mounted on things that aren't Slave Liners (or, maybe, restricted to Slaver ID)
I like the second option, although I would settle for the third. Thoughts?

[Image: SCRAgenderheuristics.png]
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Offline jammi
04-06-2009, 07:45 PM,
#13
Badger Pilot
Posts: 6,567
Threads: 362
Joined: Aug 2007
Staff roles:
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Why not considerably boost the damage and energy consumption then lower the range and speed. Transports won't be moving particularly fast anyway, so the projectile speed wouldn't be too important anyway. The shorter range would also support the RP seeing as it could represent the ship closing distance to launch boarders as well.

[Image: redon.gif]
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News article library, feedback and content requests.
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bobeza
04-06-2009, 07:53 PM,
#14
Unregistered
 

I am all for it, guys!
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Offline Elsdragon
04-11-2009, 07:00 AM,
#15
Member
Posts: 2,741
Threads: 59
Joined: Mar 2009

I can haz?Where do they sell it?

No longer a slave to the man!
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Offline Tarkis
04-11-2009, 09:18 AM,
#16
Member
Posts: 269
Threads: 20
Joined: Apr 2008

' Wrote:Yes, i agree with all of you:)So here's what we propose:

-older-looking turrets, with a new animation (red or maybe yellow-civvy looking)
-more bots/bats, maybe change the armor from 220,000 to 200,000 but with 100 or 150 more bots/bats
-increase of energy requirements of the turrets, as well as range improvement, damage is ok for now:)the goal is to make the turrets usable only on liners and they have to be good enough to use, else people will replace them with the transport turrets, and that is OORP

I agree with this 110%.

Unfortunately, I've already sold my turrets so I'll have to re-buy the liner to get them back.
If they were red, and useful for pirating other liners for their passengers, it would be worth it.

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