Forums » Suggestions

Hull Magnetisation during Turbo

Jul 07, 2015 Kierky link
Okay, the theory behind this is a little shaky, but I was thinking about ways that a good interceptor can be slightly nerfed so that it's not such a good runner.

When Turbo is engaged, the player's ship becomes strongly magnetised due to the huge amount of power it's drawing from the power cell. This creates a magnetic field, pulling slightly other ships within 450m. If another ship's turbo within this radius is also engaged, the player's ship is also affected in the appropriate vector.

It would be a simple magnetic field, say +30% thrust at <50m outward on a linear scale to 5% thrust at 450m. The thrust would be a direct vector to the ship.

Another effect is breaching the top speed of the ship, for example, if being affected by the field in a vector which compliments your turbo vector, you can exceed the top speed of your ship by between 20m/s and 0m/s (same linear scale as the thrust addition).
This would also work conversely for the negative vector.

I think this would probably be the most "realistic" way to explain why this would happen, as well as provide an interesting mechanic for players to negotiate.
Jul 07, 2015 greenwall link
-1
Jul 07, 2015 biretak link
-1 lol, you have x1 and you want to be able to chase better as you run from scps?
Jul 07, 2015 bojansplash link
The idea has merit but unfortunately Inc has set some boundaries that, I think, he is not willing to change.

Before the big nerf in 2005 top speeds in VO were 240 m/s

Incarnate decided to limit top speed to 225 m/s because of the latency problems.

Only way I can see a limited possibility of ships exceeding their top speed and acceleration limits is if we get a new S port afterburner widget.

Activating afterburner would allow ship to double turbo thrust for a very limited time (5 sec) and thus also increase the top speed by 10-20%.

After afterburner runs out it has to recharge for 90 sec before it can be used again.
Jul 07, 2015 greenwall link
Suggestions within suggestions die silent deaths.
Jul 07, 2015 Ore link
+1 to giving the X1 a tracktor beam!
Jul 07, 2015 abortretryfail link
Gravity field makes more sense.
Jul 08, 2015 Ore link
Lol yes! A gravity field! That "makes more sense" +11111

How high are you guys?! O.0
Jul 08, 2015 csgno1 link
-1.
Jul 08, 2015 RoboticMechanicalJeb link
The Magnetic Field would act as an invisible shield that can stop energy weapons.
-1, I wouldn't want to be invulnerable to energy shots
Jul 08, 2015 Kierky link
The Magnetic Field would act as an invisible shield that can stop energy weapons.

That wasn't suggested and makes no sense from a physics standpoint.
Jul 08, 2015 Kierky link
lol, you have x1 and you want to be able to chase better as you run from scps?

Did you even read the suggestion? An X-1 fleeing from an SCP would slow down to about 210m/s and the SCP boosted to about 228m/s. Depending on the range. It also provides a drop in thrust for the valk and an increase in the prom.
Jul 08, 2015 Sieger link
-1 for obvious reasons...
Jul 08, 2015 Pizzasgood link
"Lol yes! A gravity field! That "makes more sense" +11111"

Actually it does make more sense. Ships in VO are already known to use gravitic engines, as proven by the flavor-text for the Raptor, so it's not such a stretch to assume that some of the effect leaks out when using turbo.

EDIT: I'm not saying anything about whether the actual suggestion itself is good (haven't formed an opinion yet); I'm just saying that calling it leakage from the gravitic drive does make more sense than calling it magnetism.
Jul 08, 2015 greenwall link
Honestly I think an overall temporary buff makes more sense as I laid out here:

http://www.vendetta-online.com/x/msgboard/3/29391
Jul 08, 2015 Savet link
Similarly, the following two effects should occur with the accompanying behaviors:

1. While traveling backwards and shooting energy weapons, a negative ion field that causes the battery to deplete twice as fast.

2. Shooting energy weapons while an object is not within 500 meters creates an ion distortion field which applies a drag effect to your ship and slows travel speed.
Jul 08, 2015 Ore link
I gave you more credit than that Rin. Though your affiliations are understood.

I'll just come out and say it. It's a fucking stupid idea.
Jul 09, 2015 vanatteveldt link
When I read the title I thought you would propose making turbo'ing ships more vulnerable, which I think makes perfect sense.

What about this: Because of the massive power draw and acceleration of turbo, any ships receive double damage, a concussion effect, and/or an energy drain when hit while using turbo. This would (1) make sniping at turbo'ing ships much more fun, and (2) make using mines against chasing pirates more effective. Since "running" combat ships generally won't have mines, this should mainly hurt runners.