• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 … 511 512 513 514 515 … 779 Next »
Close combat weapons? (on hold)

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 2,500,000 / 2,500,000
LSF Arms Shipments - 295,690 / 2,000,000
LSF Munition Shipments - 181,231 / 2,000,000
Pirate Black Market Shipments - 738,640 / 1,000,000
Dragon Bounties - 16 / 10,000
KOI Bounties - 59 / 10,000
LSF Bounties - 43 / 10,000
Samura Bounties - 7 / 10,000

Latest activity

Pages (5): « Previous 1 2 3 4 5 Next »
Close combat weapons? (on hold)
Offline jammi
08-12-2009, 11:04 PM,
#11
Badger Pilot
Posts: 6,550
Threads: 360
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

Problem - if it's a anti-capital bomber weapon, it'd be horrifically easy to drop a fighter's shields, and ram it with the weapon activated. And people complain about the SNAC now - imagine the fallout from that particular gem.

The idea is amazing though. I'd love to have it - I just don't trust the people that'd use it.

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
News article library, feedback and content requests.
Reply  
Guest
08-12-2009, 11:05 PM,
#12
Unregistered
 

It would cause rams, that could be fixed if we'd increse the self damage on ramming. maybe, damage would be that of a mini razor hit, BUT it would fit in a class 9 slot, use up all energy in a few moments, but if you want it to be more powahpewl, a bomber one might be a little more powerful, a 28k damage one maybe, goes in the torp slot so its harder to aim.
Reply  
Offline Elsdragon
08-12-2009, 11:06 PM,
#13
Member
Posts: 2,741
Threads: 59
Joined: Mar 2009

I would mount it Perpendicular to the ship, SO I dont get face razored

No longer a slave to the man!
  Reply  
Offline jammi
08-12-2009, 11:06 PM,
#14
Badger Pilot
Posts: 6,550
Threads: 360
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

What would the refire be? Would the solid beam-sword effect be created by lag inducing, server crashing ridiculously high refire, or through the clever use of projectile effects?

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
News article library, feedback and content requests.
Reply  
Offline Beagle23
08-12-2009, 11:07 PM,
#15
Member
Posts: 271
Threads: 16
Joined: Jul 2008

Increasing self-damage from ramming means you'd have to be damn skillful to use these in an anti-cap fashion, which I like. Space ninjas.

On the other hand, you'd also need to be pretty good to catch any fighter worth its salt if it knows you're trying to shank it. Having considered it, I don't think they'd be that OP.

And they'd be damn interesting.
  Reply  
Guest
08-12-2009, 11:08 PM, (This post was last modified: 08-12-2009, 11:10 PM by sindroms.)
#16
Unregistered
 

Projectile effect is a resized red engine flame effect. refire is <strike>2.00</strike> 8.00 and will be enough to let it hit while also providing enough power drain to kill a bombers powerplant in 3 seconds, a fighter's one in 1 second.
Reply  
Offline reavengitair
08-12-2009, 11:11 PM,
#17
Member
Posts: 3,399
Threads: 108
Joined: Dec 2008

We could put them on the Kusari stuff... for real swords!

Anyway, veery interesting idea! 8.33 refire, large projectile...

I can so imagine this. And I really want it.
  Reply  
Offline Beagle23
08-12-2009, 11:11 PM,
#18
Member
Posts: 271
Threads: 16
Joined: Jul 2008

2.00 Seems to leave quite a gap when you're trying to close-quarters shank a fighter, especially if its lagging. How does the hit detection work?
  Reply  
Guest
08-12-2009, 11:13 PM,
#19
Unregistered
 

I'd think it would be a very thin projectile. The fun part is that the aiming would be purely intuitive, since you cannot use the crosshair.
Reply  
Offline Beagle23
08-12-2009, 11:16 PM,
#20
Member
Posts: 271
Threads: 16
Joined: Jul 2008

Well, if we are ever treated to these in-server, I will renounce my projectile ways and become a ninja post-haste.

No guns
No missiles
All CQC
Final Destination
  Reply  
Pages (5): « Previous 1 2 3 4 5 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode