Forums » Suggestions
I gathered that, but the LEAST he could do is run it through a spellchecker before posting it... besides which, those spellcheckers usually can not only identify but correct a fair amount of those grammar issues.
The wormhole generator has its limits. You can only go from sector to sector with it. You can't make a wormhole that crosses multiable sectors.
I'm not sure I see the point then... wouldn't be more useless than a conventional drive?
With regular ships: They have to enter a sector, then warp to the next worm hole, then warp to the next sector.
With the new cap ship: They enter a sector, then directly warp to any coordinate in the next sector. Your saving time by not having to warp to the exit wormhole and you don't have to come out at a certain spot in the next next sector, you can pick any coordinate.
ex. sector 1 connects to sector 2 which connects to sector 3.
Your at a base in sector one. You want to be at a base in sector 3. With a regular ship you warp to the wormhole in sector 1, then warp to the exit of the worm which is in sector 2, then you warp to the other worm hole in sector 2, then warp to the exit of the wormhole in sector 3, then warp to the base in sector 3. Thats a total of 5 warps.
With a capital ship you warp to any coordinate in sector 2, then you warp to the base in sector 3. Thats a total of 2 warps. This dramaticly saves flight time. Even though cap ships are slower, they will be able to warp through the universe faster then a regular ship.
The only problem I see is that it will be almost impossible to try to pirate this ship because you can't camp at wormholes to attack them since they don't need to use wormholes. We could have it so when that cap ships are making wormholes, they still network through existing wormholes so that they can still be caught in ion storms. For balancing issues, the devs might have to give certain cap ships this ability or just make a new cap ship with this ability.
With the new cap ship: They enter a sector, then directly warp to any coordinate in the next sector. Your saving time by not having to warp to the exit wormhole and you don't have to come out at a certain spot in the next next sector, you can pick any coordinate.
ex. sector 1 connects to sector 2 which connects to sector 3.
Your at a base in sector one. You want to be at a base in sector 3. With a regular ship you warp to the wormhole in sector 1, then warp to the exit of the worm which is in sector 2, then you warp to the other worm hole in sector 2, then warp to the exit of the wormhole in sector 3, then warp to the base in sector 3. Thats a total of 5 warps.
With a capital ship you warp to any coordinate in sector 2, then you warp to the base in sector 3. Thats a total of 2 warps. This dramaticly saves flight time. Even though cap ships are slower, they will be able to warp through the universe faster then a regular ship.
The only problem I see is that it will be almost impossible to try to pirate this ship because you can't camp at wormholes to attack them since they don't need to use wormholes. We could have it so when that cap ships are making wormholes, they still network through existing wormholes so that they can still be caught in ion storms. For balancing issues, the devs might have to give certain cap ships this ability or just make a new cap ship with this ability.
You're referring to systems, not sectors, hence my confusion.
I really don't think this is a good idea, mainly because of the balance issues surrounding it. It doesn't end at piracy, naturally, and besides which, capships hane no need to travel quickly.
To say noghing of the departure from backstory continuity... if they could create their own wormholes, or jump without them, then why haven't they found a way to re-establish contact with Earth from Sol II?
I really don't think this is a good idea, mainly because of the balance issues surrounding it. It doesn't end at piracy, naturally, and besides which, capships hane no need to travel quickly.
To say noghing of the departure from backstory continuity... if they could create their own wormholes, or jump without them, then why haven't they found a way to re-establish contact with Earth from Sol II?
We can't make capitol ships faster than light fighters.
It would take away from one of the advantages of being a fighter pilot.
It would also make it impossible to reach a battle at a specified time if your behind the cap ship.
I think a slow moving capitol ship is the best for gameplay.
I don't see the Dev Gods speeding them up at all.
It would take away from one of the advantages of being a fighter pilot.
It would also make it impossible to reach a battle at a specified time if your behind the cap ship.
I think a slow moving capitol ship is the best for gameplay.
I don't see the Dev Gods speeding them up at all.
kixKizzle,
the goal is to have cap ships be very slow on the tacticle scale, but not have to dilly around forever in ion storms or negociating wormeholes.
besides, only an incompostent captain takes his HAC into the engagment zone and leaves his fighters behind. that's realy more a mater of tactics than a reason cap ships should be made slower.
anyway, while i like the inter system jump idea, it breaks from the backstory too much in my opinion. as has been said before
the goal is to have cap ships be very slow on the tacticle scale, but not have to dilly around forever in ion storms or negociating wormeholes.
besides, only an incompostent captain takes his HAC into the engagment zone and leaves his fighters behind. that's realy more a mater of tactics than a reason cap ships should be made slower.
anyway, while i like the inter system jump idea, it breaks from the backstory too much in my opinion. as has been said before
Well that's when they use the turbo.
Heck their turbo can be a billion pounds of thrust, I don't care.
Just so long as the base movement (acceleration) is relativistically slow in comparison with fighters.
Heck their turbo can be a billion pounds of thrust, I don't care.
Just so long as the base movement (acceleration) is relativistically slow in comparison with fighters.
but if cap ships can turbo at high speeds doesn't that defeat the point of making them slow for dramatic effect?
Everything should be either a lot slower or a lot farther apart. In the backstory, it takes days for a fleet to cross a few systems. In the game, it takes 10 minutes. What would have happened in the backstory if Serco's fleet could have gone from SkyCommand to Itan in 10 minutes?
Lord Q,
If a ship can only move fast when it turbo's than that limits the effective movement to only forward motion.
In otherwords, when you want the capship to be slow, its slow.
It's not turboing during a fight, and it can still traverse great distances within reasonable amounts of time.
I agree Rogue, but the universe is too big for the population as it is.
If a ship can only move fast when it turbo's than that limits the effective movement to only forward motion.
In otherwords, when you want the capship to be slow, its slow.
It's not turboing during a fight, and it can still traverse great distances within reasonable amounts of time.
I agree Rogue, but the universe is too big for the population as it is.
Quote Roguelazer:
"Everything should be either a lot slower or a lot farther apart. In the backstory, it takes days for a fleet to cross a few systems. In the game, it takes 10 minutes. What would have happened in the backstory if Serco's fleet could have gone from SkyCommand to Itan in 10 minutes?"
Hahaha...in the recent invasion of SkyCommand, our group of guys went from Itan to SkyCommand in about 10 minutes. Not sure exactly on the timing, but it was fast.
We then popped in for a drink, smashed a few barstools, and left.
"Everything should be either a lot slower or a lot farther apart. In the backstory, it takes days for a fleet to cross a few systems. In the game, it takes 10 minutes. What would have happened in the backstory if Serco's fleet could have gone from SkyCommand to Itan in 10 minutes?"
Hahaha...in the recent invasion of SkyCommand, our group of guys went from Itan to SkyCommand in about 10 minutes. Not sure exactly on the timing, but it was fast.
We then popped in for a drink, smashed a few barstools, and left.
roguelazer,
do you realy want it to take days to cross a couple systems?
i for one don't
while you are right about the backstory, that's one aspect i'd be willing to ignore simply from a the game shouldn't be friggen tedious perspective.
KixKizzle,
while that is true of fighter combat, i can think of a good many manuvers worth using turbo for with a cap. ship. personaly, i'd probably spend as much time under turbo as posable, to enhance my weapons range and to help keep clear of fighters.
do you realy want it to take days to cross a couple systems?
i for one don't
while you are right about the backstory, that's one aspect i'd be willing to ignore simply from a the game shouldn't be friggen tedious perspective.
KixKizzle,
while that is true of fighter combat, i can think of a good many manuvers worth using turbo for with a cap. ship. personaly, i'd probably spend as much time under turbo as posable, to enhance my weapons range and to help keep clear of fighters.
I'm talking about the huge capitol ships Lord.
The "Bring the battle to us" kinda ships.
For little cap ships like the Trident and such.... They can be fast.
The "Bring the battle to us" kinda ships.
For little cap ships like the Trident and such.... They can be fast.
Ships no matter the size or shape in space will move the same since there is NO FRICTION OF ANYSORT IN SPACE! They only thing effected would be the gravity by the planets
Ships no matter the size or shape in space will move the same since there is NO FRICTION OF ANYSORT IN SPACE! They only thing effected would be the gravity by the planets
INERTIA.
INERTIA.
LQ:
Contrary to whatever you may THINK, capships are not supposed to maneuver like big fighters. Their proficiency is determined by their fighter escorts and their guns, as well as their deployment tactics, NOT their speed and maneuvering.
That is the POINT of having capships - having a different type of combat strategy.
"but if cap ships can turbo at high speeds doesn't that defeat the point of making them slow for dramatic effect?"
Yes, of course... just like how letting fighters turbo at high speeds defeats the purpose of making them slow for combat viability. </sarcasm> idiot.
Contrary to whatever you may THINK, capships are not supposed to maneuver like big fighters. Their proficiency is determined by their fighter escorts and their guns, as well as their deployment tactics, NOT their speed and maneuvering.
That is the POINT of having capships - having a different type of combat strategy.
"but if cap ships can turbo at high speeds doesn't that defeat the point of making them slow for dramatic effect?"
Yes, of course... just like how letting fighters turbo at high speeds defeats the purpose of making them slow for combat viability. </sarcasm> idiot.
Cunjo,
when, ever, anywhere, have i said cap ships should manuver like big fighters? if i recall i said that UNLIKE fighters cap ships could make signifigant use of turbo for tacticle manuvering, and as such i sugest they not have that option.
for example: in a fighter all my guns fire forwards and are untureted, so i have to manuver my whole ship to bring my guns to bare. However cap ships have turreted weapons, and most of their firepower is concentrated on the broadside or to the bow depending on the designe. so i can plot a coparse that is angled near to facing my target and turbo in that direction to keep pesky fighter attacks to a minimum while my gunners (who have practiced this tactic) fire at the enemy cap ship compensating for our acceleration.
if you want cap ships to be slow enough that fighters can esily catch up to them and have cool dramatic dogfightes around them, than you have to respect the fact that a cap ship who's main guns are turrets can use turbo without misalining it's guns.
and manuvering is always criticle. just because the tactics used are different doesn't mean anything. the captain who doesn't know when to present a minimum aspect and when to turn his broadside to the enemy, will loose all but the most one sided of battles. and the slower cap ships are the more inportant those manuvers become (because a wrong choise or a sloppy manuver is harder to correct later)
when, ever, anywhere, have i said cap ships should manuver like big fighters? if i recall i said that UNLIKE fighters cap ships could make signifigant use of turbo for tacticle manuvering, and as such i sugest they not have that option.
for example: in a fighter all my guns fire forwards and are untureted, so i have to manuver my whole ship to bring my guns to bare. However cap ships have turreted weapons, and most of their firepower is concentrated on the broadside or to the bow depending on the designe. so i can plot a coparse that is angled near to facing my target and turbo in that direction to keep pesky fighter attacks to a minimum while my gunners (who have practiced this tactic) fire at the enemy cap ship compensating for our acceleration.
if you want cap ships to be slow enough that fighters can esily catch up to them and have cool dramatic dogfightes around them, than you have to respect the fact that a cap ship who's main guns are turrets can use turbo without misalining it's guns.
and manuvering is always criticle. just because the tactics used are different doesn't mean anything. the captain who doesn't know when to present a minimum aspect and when to turn his broadside to the enemy, will loose all but the most one sided of battles. and the slower cap ships are the more inportant those manuvers become (because a wrong choise or a sloppy manuver is harder to correct later)
Lord Q: Yes, I do. Battles might be more exciting if they weren't so "run and gun" style and perhaps involved tactics and time...
Ghostie,
There's this thing called Mass.
There's this thing called Mass.