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which things is the release fixing?
Er. If you follow the link and read the news, you can find out :).
aha! those.
Do you have to have full battery to jump out of a storm sector?
Yes.
Interesting. :)
Cool, can't wait!
=D
=D
it's here! As in right now
I for one don't think I'll like it
You're just asking to be uber-spammed when you're completely vulnerable and going really slow, it's the end of running for any ship, in any situation.
I for one don't think I'll like it
You're just asking to be uber-spammed when you're completely vulnerable and going really slow, it's the end of running for any ship, in any situation.
I don't know about the full battery charge, I think that may be a little bit harsh, how bout just making wh jumps and sector jumps take 250 energy, It'll make Heavy batteries beautiful for 2 back-to -back sector jumps, but once depleted they would make you a sitting duck.
But I like the idea, running is still possible, (traders, if you have enough of a lead on the light fighter, they'll never catch up, you just keep boosting into the beyond, then jump)
it just makes running very hard for any ship with drain.
No more using light fighters to zip in and sip out
PS: fooz: swarm spams can easily be outrun with very little energy loss via turbotapping, I'd be more worried about blasters)
But I like the idea, running is still possible, (traders, if you have enough of a lead on the light fighter, they'll never catch up, you just keep boosting into the beyond, then jump)
it just makes running very hard for any ship with drain.
No more using light fighters to zip in and sip out
PS: fooz: swarm spams can easily be outrun with very little energy loss via turbotapping, I'd be more worried about blasters)
Like any change we make, it's tentative and a work in progress. We'll see how it goes. If it needs further modification in one way or the other, we'll do that. This is a good start, I think.
Hurrah for making it impossible for me to travel through Serco space.
Yeah, this pretty much fixes the "pick off player at station then run like crazy"
Well, I spose you could still fly a rocketrag, boost in toward the dock firing rockets and start boosting away before they hit... but its a low percentage maneuver
Well, I spose you could still fly a rocketrag, boost in toward the dock firing rockets and start boosting away before they hit... but its a low percentage maneuver
Re: Roguelazer:
Whaaa? It's supposed to be easy? Enemy space is supposed to be difficult to get through, if not impossible.
Whaaa? It's supposed to be easy? Enemy space is supposed to be difficult to get through, if not impossible.
Yeah, making it difficult to get through enemy territory just makes it A) more realistic [and as I intended] and B) necessitates the development of.. ahem.. more stealthy addons to aid the raiding user.
ooo looking forwards to the update. And I will be on my pirate character to umm help test the new warping stuff :>
Incarnate, nice.
Oooo
Oooo
Oooo
I got that "ahem.."
/me grins...
oh, and about the news update...
"...we hope you enjoy the game."
are you NUTS?
OF COURSE WE ENJOY THIS GAME!!!!
Oooo
Oooo
I got that "ahem.."
/me grins...
oh, and about the news update...
"...we hope you enjoy the game."
are you NUTS?
OF COURSE WE ENJOY THIS GAME!!!!
Timer on WH jumps... eh... could we make that 30 seconds? it's a wee bit too long right now...
and... the Heavy battery is now a liability in bot sectors... because it takes so long to charge... Getting away from assaults is going to be a pain...
-Zoras
(someone thought I was momerath in game today... hahaha)
and... the Heavy battery is now a liability in bot sectors... because it takes so long to charge... Getting away from assaults is going to be a pain...
-Zoras
(someone thought I was momerath in game today... hahaha)
I definitely liked that the invincibility was removed for wormhole animations. This was huge plus IMO. But I think the 1-minute timer is overkill. Most players can get close enough to kill someone during the time which it takes to jump across. And if they continuously jump back and forth, they'll just continue getting their armor chipped away with each jump. So I'm not really sure the timer is necessary. The thing that made wormhole hopping annoying previously was that magical invincibility shield, not so much the fact that they constantly changed locations.
The energy requirement for inner sector jumping seemed like a good idea at first. In fact I thought it was a good idea myself. But it looks like a lot of people aren't too happy about that. I'm going to have to agree. It seems to penalize more people than just runners. And I can definitely see the concern and frustration it can cause for traders and newbies (think of the poor buses with light batteries!). I'd either go with Spellcast's idea of reducing the requirement down to 250 units, or just completely eliminating it altogether.
Another problem with requiring energy for something like this is that it actually encourages the use of a fast charge battery and missile-based ammo only. As if energy weapons didn't have enough disadvantages already, players who continue to use them will be penalized further through this energy requirement. So like before it's hard to chase players down with energy weapons. But in addition to that you'll also die trying to escape when carrying those energy wepaons. Slowly the positives of owning energy weapons are vanishing.
As a result I think this may actually encourage the use of missile ragnaroks, centaurs, and other heavy ships during assaults. It could also bring back the tri-flare valk craze that plagued the alpha. I'm not too sure that's what everyone wants to see again. But I may be wrong. I don't know.
So to recap, I don't think the energy requirement is necessary for inner sector jump. The elimination of the invincibility has done enough to make players vulnerable again. And while it looks less cool not to have the ship speed off like that in the revised animation, it offers chasers plenty of time to destroy a jumping ship, for both inner and outer sector travel. And to top it off, a follow command/feature could supplement all this to give runners hell.
The energy requirement for inner sector jumping seemed like a good idea at first. In fact I thought it was a good idea myself. But it looks like a lot of people aren't too happy about that. I'm going to have to agree. It seems to penalize more people than just runners. And I can definitely see the concern and frustration it can cause for traders and newbies (think of the poor buses with light batteries!). I'd either go with Spellcast's idea of reducing the requirement down to 250 units, or just completely eliminating it altogether.
Another problem with requiring energy for something like this is that it actually encourages the use of a fast charge battery and missile-based ammo only. As if energy weapons didn't have enough disadvantages already, players who continue to use them will be penalized further through this energy requirement. So like before it's hard to chase players down with energy weapons. But in addition to that you'll also die trying to escape when carrying those energy wepaons. Slowly the positives of owning energy weapons are vanishing.
As a result I think this may actually encourage the use of missile ragnaroks, centaurs, and other heavy ships during assaults. It could also bring back the tri-flare valk craze that plagued the alpha. I'm not too sure that's what everyone wants to see again. But I may be wrong. I don't know.
So to recap, I don't think the energy requirement is necessary for inner sector jump. The elimination of the invincibility has done enough to make players vulnerable again. And while it looks less cool not to have the ship speed off like that in the revised animation, it offers chasers plenty of time to destroy a jumping ship, for both inner and outer sector travel. And to top it off, a follow command/feature could supplement all this to give runners hell.