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I'll try to take a look at this after we complete the FF stuff.
Right now my brain is too fried from post-2am-server-migration crud to assemble a useful comment.
Right now my brain is too fried from post-2am-server-migration crud to assemble a useful comment.
I've only read your first post Incarnate, but if your idea hasn't changed much to address this "issue" then... +10 Incarnate.
I fully understand that you're really trying hard to finish other stuff, but this is a very immediate issue. The easiest solution would be tweaking the Atlas X, which you've indicated is a very simple process. This would go a long way to fixing the issue.
Griefers are the #1 reason for me to log off (or really, not even log on) VO over the past couple months.
I won't stop paying for VO any time soon, and I'm not trying to make this a demand/threat or anything, but I just want to let you know how damaging the existence of this is.
Griefers are the #1 reason for me to log off (or really, not even log on) VO over the past couple months.
I won't stop paying for VO any time soon, and I'm not trying to make this a demand/threat or anything, but I just want to let you know how damaging the existence of this is.
Another simple solution might be to double the energy capacity of all batteries. Right now shooting things, and catching up to them are mutually exclusive, with the exception of using ammo based weapons, because there's rarely enough energy to do both at once. There are a few ships that you can nail a full cell's worth of energy fire at, and not kill. Clearly it depends on what equipment you're using, but the point still stands; if interceptors had more energy stored up, they'd have a larger window of opportunity when chasing a fleeing ship.
Incidentally, this makes repetitive sector jumping slower as well.
Incidentally, this makes repetitive sector jumping slower as well.
Get a ship where you can "infinite" energy and you'll be fine.