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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Flak Turrets

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Flak Turrets
Offline Rashnok
04-13-2009, 02:43 AM,
#21
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Posts: 213
Threads: 4
Joined: Mar 2008

How about making the gas nebulae less dense, but crank up the damage that explosions do. That way, bombers and fighters could, with a little work, weave between the explosive pockets which would destroy them in two hits, while that same journey would prove fatal to anything that can't avoid the pockets.
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Offline DeathsOverture
04-13-2009, 02:50 AM,
#22
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Posts: 1,126
Threads: 42
Joined: Oct 2008

Quote:I went out last night to test them in Kappa and Omicron Delta. I noticed that the flak turret projectiles exploded a few meters from my ship, basically on my ship, whenever I fired them in a nebulous cloud.

This doesn't happen in just the clouds with explosive gas.

Even though it's off topic, I have to agree about gas pockets. As a GMG, they're the bane of my existence when they should be advantageous.

[Image: GMG_banner.png]
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Offline Varyag
04-15-2009, 10:44 PM,
#23
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Posts: 1,336
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Joined: Dec 2007

The gas clouds are a godsend to those trying to escape pirates/ lawfuls in transports. They are also very good tactic for caps to use if you use secondaries to attack light ships.

Please don't hurt em.

[Image: RHShroom2.png]
"I looked up and all I saw was green death"
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Offline Friday
04-16-2009, 12:11 PM, (This post was last modified: 04-16-2009, 12:18 PM by Friday.)
#24
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Posts: 1,897
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I guess the point is the Sigma clouds have never fulfilled their intended purpose - to provide the advantage of small ships over larger ones. It has always been the opposite.

So how do we manage this? What would give small craft the advantage?

Large ships cannot avoid the gas pockets during combat - but small ships would only take stray hits from them.


So how about the gas clouds only do shield damage, and plenty of it? Certainly more than what they do now as capital shields arent even scratched by them.

This way they can still block fire - but hitting the pockets wont blow off small ship equipment and hurt the hull. Shields will only be lowered by a stray collision.

The capital ship will also have its shields lowered as it cannot avoid multiple hits in combat - and then it will be vulnerable to the aimed shots of the bombers.

[Image: GMG_banner.png]

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Harcourt.Fenton.Mudd
04-30-2009, 03:37 PM,
#25
Unregistered
 

idea for the FLAKs.

Have verious types of turret avalible, zerod to detonate at differnt ranges.

Short range flak turet: goes 100m from turret then detonates

medium range FLAK turret: goes 200 m from ta rget then detonates

long range FLAK turet 300-4oo m from target then detonate

Proximity FLAK turret. Detonates on pr oxmity only, 1k range other wise.

The ranged FLAKs mean you dont have to worry about targeting, just put a wall of flak up and let hte opposition fly intoo it.

Proximity FLAKs can be used so they only detonate when an anemy is nearby, otherwise they put up a wall at 10k + out for people to avoid.
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Offline darthbeck
04-30-2009, 04:22 PM,
#26
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Posts: 2,457
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Joined: Jan 2009

' Wrote:idea for the FLAKs.

Have verious types of turret avalible, zerod to detonate at differnt ranges.

Short range flak turet: goes 100m from turret then detonates

medium range FLAK turret: goes 200 m from ta rget then detonates

long range FLAK turet 300-4oo m from target then detonate

Proximity FLAK turret. Detonates on pr oxmity only, 1k range other wise.

The ranged FLAKs mean you dont have to worry about targeting, just put a wall of flak up and let hte opposition fly intoo it.

Proximity FLAKs can be used so they only detonate when an anemy is nearby, otherwise they put up a wall at 10k + out for people to avoid.


10k is far too much for flaks.

also, that would mean that there would need to be even more turrets, which slows the server down a little bit more. and people would really only mount the proximitys(except the caps that go in nebulas)

' Wrote:<span style="font-family:Century Gothic">Violence is Golden</span>
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