Forums » Suggestions
Possible Way to Stop Runners
Introduce new Variants.
Revenant Hunter- Pursuit Variant
4/4/-/-/-
Armor- 13000
Cargo Capacity- 8 cu
Ports- 2S 1L
Mass- 9800 kg
Length- 13 m
Thrust- 395
Turbo Thrust- 500
Max Speed- 70 m/s
Spin Torque- 8.4
Max Turbo- 210
Drain- 50/s
Gets up to speed decently, but gets fast and goes fast when turboing. Same Turbo thrust ratio as the TD. Handles like an unloaded Atlas mk1 when turning. Has good catch-the-runner abilities, but not good for PvP. Possibly brings in Hit and Run tactics.
Seeing a ship hull that was considered par or below with plenty of potential, Valent (Or whatever faction) decided to reduce cargo space to greatly increase the performance of the engines. The result was a fast, but clumsy assault ship. It is capable of outrunning almost any ship, but lacks greatly in close combat abilities.
Hornet Enforcer- Pursuit Variant
5/4/-/-/-
Armor- 12000
Cargo Capacity- 8 cu
Ports- 3 small
Mass- 5900 kg
Length- 17 m
Thrust- 270
Turbo Thrust- 330
Max Speed- 75
Spin Torque- 4.7
Max Turbo- 220
Drain 50/s
Along the same lines as the Revenant mentioned above. Can get to speed fast, and when turboing it can get to speed faster than a TD. Very capable at outrunning other ships. Don't expect to win in PvP though, it handles roughly like a Revenant Mk1. Worse than the above mentioned Revenant. Could bring into the picture hit and run tactics.
Tired of being unable to repel Pirate intrusions into their borders, Aeolus (Or another faction) finally hired Ineubis (Or another faction) to design a ship capable of catching the Corvus vultures (or other ships), while still being able to hold their own in a fight. The result was a sturdy and fast ship that, though lacking firepower, was capable of catching any ship, and still pack a good punch before they had time turn and fight. However Aeolus (first faction) discovered the hard way that their new ships lacked the manuverability to consistently win in a dogfight.
Each one is fast, but does not turn well. Also quite capable of doing quite a bit of damage from the back. Thoughts?
Revenant Hunter- Pursuit Variant
4/4/-/-/-
Armor- 13000
Cargo Capacity- 8 cu
Ports- 2S 1L
Mass- 9800 kg
Length- 13 m
Thrust- 395
Turbo Thrust- 500
Max Speed- 70 m/s
Spin Torque- 8.4
Max Turbo- 210
Drain- 50/s
Gets up to speed decently, but gets fast and goes fast when turboing. Same Turbo thrust ratio as the TD. Handles like an unloaded Atlas mk1 when turning. Has good catch-the-runner abilities, but not good for PvP. Possibly brings in Hit and Run tactics.
Seeing a ship hull that was considered par or below with plenty of potential, Valent (Or whatever faction) decided to reduce cargo space to greatly increase the performance of the engines. The result was a fast, but clumsy assault ship. It is capable of outrunning almost any ship, but lacks greatly in close combat abilities.
Hornet Enforcer- Pursuit Variant
5/4/-/-/-
Armor- 12000
Cargo Capacity- 8 cu
Ports- 3 small
Mass- 5900 kg
Length- 17 m
Thrust- 270
Turbo Thrust- 330
Max Speed- 75
Spin Torque- 4.7
Max Turbo- 220
Drain 50/s
Along the same lines as the Revenant mentioned above. Can get to speed fast, and when turboing it can get to speed faster than a TD. Very capable at outrunning other ships. Don't expect to win in PvP though, it handles roughly like a Revenant Mk1. Worse than the above mentioned Revenant. Could bring into the picture hit and run tactics.
Tired of being unable to repel Pirate intrusions into their borders, Aeolus (Or another faction) finally hired Ineubis (Or another faction) to design a ship capable of catching the Corvus vultures (or other ships), while still being able to hold their own in a fight. The result was a sturdy and fast ship that, though lacking firepower, was capable of catching any ship, and still pack a good punch before they had time turn and fight. However Aeolus (first faction) discovered the hard way that their new ships lacked the manuverability to consistently win in a dogfight.
Each one is fast, but does not turn well. Also quite capable of doing quite a bit of damage from the back. Thoughts?
/me scratches his head
"Possible Way to Stop Runners"
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"Possibly brings in Hit and Run tactics."
"Very capable at outrunning other ships."
"Possible Way to Stop Runners"
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"Possibly brings in Hit and Run tactics."
"Very capable at outrunning other ships."
My point was you can catch those who run. And those that use these ships for combat probably wouldn't be able to turn in time to actually get away.
Though after some thought I realize those who would have people running from them probably wouldn't be using ships that handle like this.
Also by hit and run, I meant approach from a long distance, get off a few shots, and keep going. Not engage for a few seconds, then disengage.
Though after some thought I realize those who would have people running from them probably wouldn't be using ships that handle like this.
Also by hit and run, I meant approach from a long distance, get off a few shots, and keep going. Not engage for a few seconds, then disengage.
Runners are more likely to use ships which can run, such as the ones you posted.
Just get rid of infiniboost...at least on the faster ships like the atlas. That would fix a lot of it.
the only real way to make running alot harder would be to make it so all ships with infiniboost not go above 190 top speedand an a way to actually make it so when a player creates a jump windows or whatever the hell it is the other player should be able to travel through it without losing any energy and would come out right behind the other dude, i think im onto something.
If you wanted to restrict runners from using them, increase the liscense levels to 7 or 8 and/or a pk kill badge.
Also what are we referring to as runners? Traders that turn and run, People that run away from a fight if they are losing, or people that turbo at you really fast, launch some tubes and run away? These ships above are good at countering the running traders, but would probably make running PvPer's more common.
Spidey: The only thing I don't like about your suggestion is being able to go throught the same jump window, that just makes running impossible.
Also what are we referring to as runners? Traders that turn and run, People that run away from a fight if they are losing, or people that turbo at you really fast, launch some tubes and run away? These ships above are good at countering the running traders, but would probably make running PvPer's more common.
Spidey: The only thing I don't like about your suggestion is being able to go throught the same jump window, that just makes running impossible.
no it just makes runnign really hard if your ship is slower... the way it should be.
I for one think Spidey's suggestion would be great!
Raising levels won't do anything. Incarnate had an AWESOME solution (mass = slow) in the other thread, and if you throw in the *!!!*long-suggested*!!!* (and I haven't seen a response? Why isn't this ingame?) idea of reducing the max infinitboost too, then you have a perfect solution. Please devs, it's all right here on the table, at least give a reason why we can't have it yet!