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Spinners.
I think there should be weapons port extenders. It would hook onto your ship, make it a bigger target, but turn 1 port into 2 ports. You couldn't put a weapons port extender on a weapons port extender however, so there's still a limit on the weapons you can have. Oh, and it would be really expensive.
okay... to cover up my post from when I was a noob (heh heh heh that post I had there was a REALLY bad idea...), I'd have to say that a sort of "subspace clinger" would be pretty cool. Pretty much, you have 1 ammo, it has to hit to work, you'd have to be in very close range (to prevent easy pirating this way), but if worked, it would slow down the opponent's ship dramatically, turning speed and all. It would be in effect until the effected person got to a station and "repair"ed their ship, wouldn't be too costly for just prying the thing off.
You might complain, saying, "HEY! That's impossible!"
Well, not using Star Trek physics :). Pretty much, it would grip subspace with a sort of trans-dimensional grappler, sort of how warp engines [supposedly] work in Star Trek, except no fancy pushing-forward-at-ridiculous-speeds and such, just a "stopper".
You might complain, saying, "HEY! That's impossible!"
Well, not using Star Trek physics :). Pretty much, it would grip subspace with a sort of trans-dimensional grappler, sort of how warp engines [supposedly] work in Star Trek, except no fancy pushing-forward-at-ridiculous-speeds and such, just a "stopper".
Tractor beam; artificialy increases the targets mass value by a certain amount thus slowing their movement and turning.
Ion Mine - On explosion would inflict its hapless targets with that blue glaze you see in ion storms, and of course their radars couldn't track anything past 500m. (unless they had storm extenders) To others, ships hit with this mine would would shine bright blue, like shields do when they get hit, but all of the time.
You know that i really like the idea of this one:
67) Smoke Mines: This type of mine explodes a fraction of a second after being dispensed. It creates a dense 100m diameter cloud of ionized particles which are opaque to electromagnetic signals, thus preventing radar contact through the cloud, and breaking the lock on most homing weapons. The cloud dissipates after 15 seconds. Uses small slot.
Very Good :)
67) Smoke Mines: This type of mine explodes a fraction of a second after being dispensed. It creates a dense 100m diameter cloud of ionized particles which are opaque to electromagnetic signals, thus preventing radar contact through the cloud, and breaking the lock on most homing weapons. The cloud dissipates after 15 seconds. Uses small slot.
Very Good :)
How's about some sort of chaff or local ion storm inducer; a small mine-like thing which causes a brief complete blackout for everyone in the immediate area, then a somewhat longer ion storm which then disperses.
Use a large port, max 2 shots per unit, cost of 500 000 credits per shot, plus another million per unit to fit it.
This would be fairly useful for escaping pirates or launching sneak attacks, so it needs to be exhorbitantly expensive to deter excessive use.
Use a large port, max 2 shots per unit, cost of 500 000 credits per shot, plus another million per unit to fit it.
This would be fairly useful for escaping pirates or launching sneak attacks, so it needs to be exhorbitantly expensive to deter excessive use.
machine gun, 300m/s shots, little energy, good repeat rate, moderate damage and ammo. Basically a hybrid energy/rail
Here's something that as a new player I have *felt* myself wanting in many fights. I've researched a lot of the suggestion material and haven't found it, so here goes...
Flip Pack (maybe "Crazy Ivan Drive"):
S/L addon that would automatically reorient the ship in it's diametrical opposed trajectory. Hopefully faster than the ship's normal spin torque, probably would use a good deal of energy. Would probably bring momentum to a dead halt or even reverse momentum in "physics mode".
I do not suggest this lightly, or without reservations. Something like this in the current combat paradigm would alter the face of the game in many respects. Needless to say, it would be at *least* as hard to get as, say the test pilot ships or maybe worse. Totally worth it.
I would give a dozen "Cloaks", "EMPs", or "Hyper-Thrusters" + a ship slot, to be able to strife in full-on, flip 180 and then burn hard out of there.
Or maybe better, if it doesn't look like I'm going to escape... flip on them and bloody their nose. Turn and fight or turn and run.
Flip Pack (maybe "Crazy Ivan Drive"):
S/L addon that would automatically reorient the ship in it's diametrical opposed trajectory. Hopefully faster than the ship's normal spin torque, probably would use a good deal of energy. Would probably bring momentum to a dead halt or even reverse momentum in "physics mode".
I do not suggest this lightly, or without reservations. Something like this in the current combat paradigm would alter the face of the game in many respects. Needless to say, it would be at *least* as hard to get as, say the test pilot ships or maybe worse. Totally worth it.
I would give a dozen "Cloaks", "EMPs", or "Hyper-Thrusters" + a ship slot, to be able to strife in full-on, flip 180 and then burn hard out of there.
Or maybe better, if it doesn't look like I'm going to escape... flip on them and bloody their nose. Turn and fight or turn and run.
A teleporter! No, I'm serious. A device that would allow for transport from one station to another. The device would only be available for use within a station, and would only transport you, not your ship or cargo.
*Limitations*
Only can be used once within a given time period. You cannot teleport to a KOS faction station. It would cost 50,000c within a system, and 100,000c for every WH jump you would have made. Ex: teleporting 6 systems would cost 600,000c. Thus ppl would not use it on procurement missions and stand to gain anything but faction standing, and they would still have to travel with the cargo (the dangerous part...)
-R IBA 3.14rat
*Limitations*
Only can be used once within a given time period. You cannot teleport to a KOS faction station. It would cost 50,000c within a system, and 100,000c for every WH jump you would have made. Ex: teleporting 6 systems would cost 600,000c. Thus ppl would not use it on procurement missions and stand to gain anything but faction standing, and they would still have to travel with the cargo (the dangerous part...)
-R IBA 3.14rat
I'm certainly suprised that more people haven't said it, though I do see it mentioned in foot notes. Where are the shields for our Cargo/fighter/bomber class ships??? They add a whole new dimension to combat, as when it gets knocked out, you can try and dodge around to recharge 'em. (Or hide behind a roid) And this whole scanner in Light/heavy weapon port should be done away with. Scanners and shields should be in a seperate port like Engery cells. Larger shields would be available depending on the type of craft,(I.E. light fighters aren't gonna have much of one) and maybe have a few upgrades for liscences. It shouldn't drain energy, but maybe set a reserve in your cell that your weapons can't use. (Say 20% of a cell is only for shields) The reserve could be turned off, but if you allow your energy to drop below 20% your shields black out, (due to insuffiecient charge) The fact that this hasn't been added yet, or hasn't been harped on since the games opening is very suprising to me. Who the heck has spaceships without shields?? It's just wrong!!
my christmas list... at the very top...
to have myself a little space suit and a jetpack so that my "ship length" would then be about 1.6m ... and then I want to have a Hand-Held Rail-Gun just for good measure :)
to have myself a little space suit and a jetpack so that my "ship length" would then be about 1.6m ... and then I want to have a Hand-Held Rail-Gun just for good measure :)
You know, I glanced at this thread and saw "The return of the ever annoying toys thread."
Cargo teleporter: A large port item that can be used by a pilot to teleport his cargo from his vessel to someone elses.
Pirate use: Pirates could use this as a means to steal a trade vessels cargo. They'd have to be within a certain range and it would have a certain percentage of failure for each use. The chances decrease as range gets longer and if one or both vessels are turboing, the chances go even lower.
Pirate use: Pirates could use this as a means to steal a trade vessels cargo. They'd have to be within a certain range and it would have a certain percentage of failure for each use. The chances decrease as range gets longer and if one or both vessels are turboing, the chances go even lower.
I have several ideas, including some dealing with the problem of the Corvus Widowmaker taking 18 grid power.
All of these would go into equipment slots
1.Second battery should go into an equipment slot
2.Power router, so that you can use an 18-grid item, and a 4-grid item, just not both at the same time. Should cost about 25k 6/3/2/-/-
3.Weapon loading system, so that if you have a loaded weapon in your hold, and an empty one of the same weapon on your ship, you can load ammo from the cargo bay onto the ship. About 60k, 2/3/3/5/-
4.Self-Detonation system, making you explode upon death, damage area of about 500-1000 depending on the version. Costs: Basic 25k -/1/1/-/-, Large 75k 1/2/4/-/-, Heavy 100k 4/3/6/-/-, Corvus (Missiles) 85k +800 Standing 2/2/5/-/-
5.Maphack - Scrambles target's jump destination. When used for in-system jumps simply jumps you somewhere within the system. When used for wormhole jumps, can dump the target out at any wormhole in the galaxy. 75k for launcher, 2 shots at 5k each, 3/-/-/4/-
6.Tracking Beacon - Shows target's location to self and all group members. Will appear marked to any guild members. Will allow you and group members to follow all jumps (Except for jumps scrambled by Maphack). Dissipates after 2 min or on death. 100k for launcher, 2 shots at 25k each, 5/2/-/-/-
7.Trade module: Allows players to buy and sell from each other and mobile trade stations. Players enter private chat automatically when trade module is deployed. Costs 500k, has 20 ammo, which costs 25k each, but item respawns automatically after death. Module can hold 60cu. Requires 3/-/-/5/-
8.Bank system: Can loan credits, store credits with interest, and rent anywhere-access space at a high price. Interest does not accumulate during a period when you account is not active, or is not used for more than a week
9.Queens drop shields.
10.All weapons are dropped on death (Except for respawners)
All of these would go into equipment slots
1.Second battery should go into an equipment slot
2.Power router, so that you can use an 18-grid item, and a 4-grid item, just not both at the same time. Should cost about 25k 6/3/2/-/-
3.Weapon loading system, so that if you have a loaded weapon in your hold, and an empty one of the same weapon on your ship, you can load ammo from the cargo bay onto the ship. About 60k, 2/3/3/5/-
4.Self-Detonation system, making you explode upon death, damage area of about 500-1000 depending on the version. Costs: Basic 25k -/1/1/-/-, Large 75k 1/2/4/-/-, Heavy 100k 4/3/6/-/-, Corvus (Missiles) 85k +800 Standing 2/2/5/-/-
5.Maphack - Scrambles target's jump destination. When used for in-system jumps simply jumps you somewhere within the system. When used for wormhole jumps, can dump the target out at any wormhole in the galaxy. 75k for launcher, 2 shots at 5k each, 3/-/-/4/-
6.Tracking Beacon - Shows target's location to self and all group members. Will appear marked to any guild members. Will allow you and group members to follow all jumps (Except for jumps scrambled by Maphack). Dissipates after 2 min or on death. 100k for launcher, 2 shots at 25k each, 5/2/-/-/-
7.Trade module: Allows players to buy and sell from each other and mobile trade stations. Players enter private chat automatically when trade module is deployed. Costs 500k, has 20 ammo, which costs 25k each, but item respawns automatically after death. Module can hold 60cu. Requires 3/-/-/5/-
8.Bank system: Can loan credits, store credits with interest, and rent anywhere-access space at a high price. Interest does not accumulate during a period when you account is not active, or is not used for more than a week
9.Queens drop shields.
10.All weapons are dropped on death (Except for respawners)
couple posts I put up related to this thread:
http://www.vendetta-online.com/x/msgboard/3/22355
http://www.vendetta-online.com/x/msgboard/3/22354
http://www.vendetta-online.com/x/msgboard/3/22355
http://www.vendetta-online.com/x/msgboard/3/22354
+1 to all of these excluding telporters. Devs, if you included this amount of specialization it could totally change gameplay. You could have a souped up ship with all of these (manufacturable, preferably) items added on to it for NW and high priority duels.
DEVS PLEASE IMPLEMENT THIS!!!!
DEVS PLEASE IMPLEMENT THIS!!!!
I guess this is where to post this:
"Nerf-ball" weapon system(s).
http://www.vendetta-online.com/x/msgboard/3/24245#301214
If matching to existing weapons was done, then players could even work on things like sniper skills with a friend.
"Nerf-ball" weapon system(s).
http://www.vendetta-online.com/x/msgboard/3/24245#301214
If matching to existing weapons was done, then players could even work on things like sniper skills with a friend.