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My Concept behind "catching someone"

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Feb 19, 2009 AgY link
I want to explain my conception about "hunting someone"

1* you must catch him in the same sector or he got away
2* you must have a chance to stand if he turns around
3* you must work accurate or you lose / can not deal enough damage

1) Torqe and Speed
Both require energy - the faster you go the more energy you need. And make it that the Ship cant follow if the target jumps out.

* buildin hvy bat (to force slow rechargetimes / cap the ability to run)
* Speed up to 280 with drain of 90 (fullspeed for 10 seconds with a hvy batt)
* no cargoslots
* 65 m/s is enough

Sidenote: i know someone said >225m/s isnt possible but that would mean everything else is too fast.

2) Armor
Most of the Targetships have Largeports and can deal a severe amount of damage.
Make the armor thick enough so it can survive some hits

* >8k armor

3) Weapons with ammo
control the amount of damage that ship can make by using ammobased weapons

* weapons with ammo
* no large ports (thats stuff for hvy bomber)
* no guided missles
* no support for energyweapons that need batterypower

About implementation: Everything is or was present in one or another form.

Edit: I removed the most explanations, hope its now easier to understand
Feb 19, 2009 Dr. Lecter link


Not.
Feb 19, 2009 bojansplash link
Feb 19, 2009 AgY link
:( Which part?
ty for posting pictures instead of asking questions. that really helps
Feb 19, 2009 Dr. Lecter link
Not to be offensive, but communicating with you in english about a subject this complex would cause a migrain. The picture will have to do.
Feb 19, 2009 bojansplash link
Sorry AgY, your concept is just way too complicated.
There are simpler solutions for "catching someone" that use existing game mechanics and physics.
Feb 19, 2009 genka link
I sort of like chasing people across a few sectors only to cap'em when they get to a station and slow down to dock. It's fun.
Feb 19, 2009 Dr. Lecter link
genka, you couldn't "cap" a pre-flared orun.
Feb 19, 2009 AgY link
This stuff doesnt require changes in the game mechanic.

Huge energydrain for more speed combined with slow rechargerates and weapons that use ammo rather than energy.

Maybe i should have kept it that simple instead of making a fool of myself.
Feb 19, 2009 genka link
You're right lecter. But at least I didn't have drunken anal sex with my own mother last night.
(Don't worry, I won't tell anyone you were on the receiving end. Your secret is safe with me.)
Feb 19, 2009 Dr. Lecter link
Your troll-fu is weak today, genka. I hope you feel better soon.
Feb 19, 2009 Breazle link
AgY we need a way of catching you, since you run every time u are about to loose a fight...
Feb 19, 2009 AgY link
"* buildin hvy bat (to force slow rechargetimes / cap the ability to run)
* Speed up to 280 with drain of 90 (fullspeed for 10 seconds with a hvy batt)"

A ship like that would be fast but it had no endurance. You could easily catch it with a valk.

I run only because i cant afford to lose my valks (because i cant buy them anymore)
Feb 19, 2009 CrazySpence link
just use freaking jackhammers to f*ck up someone's flight path then ram some nuets up their a** as they try to recover.

If you really want someone to die you can make it happen.
Feb 19, 2009 genka link
Thanks, I'm hoping to get over this cold sometime soon. It's a real pain in the ass.
Feb 20, 2009 Whytee link
and here I thought it was ... Nah, I won't go there. You do it so very well genka and Dr. Lecter:)
Feb 20, 2009 bojansplash link
You reworked your suggestion so here are my comments:

1. Torque has nothing to do with forward speed/turbo. Spin torque does not require energy.

a) built-in heavy battery
- we do not have ships with unremovable power cells in VO atm

b) Speed up to 280 with drain of 90 (fullspeed for 10 seconds with a hvy batt)
- i do not think your math works (and yea, about top speed, VO is capped at 225m/s top speed forever)
Heavy battery has 550e capacity and 45e/s replenish
Drain of 90e/s means you can keep up going for 6.11 sec. If you count in thrust/mass ratio and time needed to reach full speed of 280m/s my guess would be that you can keep full speed of 280m/s for 3-4 sec till energy cell is depleted.

2) Armor
more armor hull points = more weight
more weight = slower acceleration
Idea of surviving hits in an interceptor because of big armor represents a fundamental flaw in thinking.
Interceptors are small, light, agile and fast with only one role: catch and hit. They are not ships for prolongued combat.
Think of them as formula 1. racing bolids.

3) Weapons with ammo
Currently only weapons with ammo in VO are railguns and they require energy.
There were some very good suggestions about ammo based weapons from Iry before (they use energy too) but, in reality, devs will never agreee to introducing such weapons with no energy drain. That could unbalance the game more then any one of our posted suggestions.
Feb 20, 2009 AgY link
ty for going into detail

1. Spin torque requires lots of energy :-) But youre right were talking about thrust.

a) agreed, but not a problem. A UC would be empty after 7,5 seconds.

b) A Valk with a FastCharge Battery can use its turbo for 50 seconds:
(250 / (55 drain - 50 recharge)) = 50
A fictive Ship with Hvy Battery and 90 drain:
(550 / (90 drain - 45 recharge)) = 10

80m/s faster than the target for 3 or 4 seconds is much.

2) The Armor is needed because all tradeships (except the XC) have a loadout similar to a medium bomber.

3) That means all attacks would be limited to flares. I dont care because i like them :-) But some people prefer energy.
How would ammobased weapons with no energydrain unbalance the game? 100 shots and its empty (and youre toast).

100 neutrounds would be 60000dmg (IF your accuracy is 100%)

Edit: you cant do much pvp with 100 rounds ..
Feb 20, 2009 Dr. Lecter link
There's one thing here with which I'll agree with AgY on: "ammo-based" energy weapons. I'd love to see traditonal energy weapon variants with integrated powercells: they're ~100kg heavier, and have a fixed number of shots available per unit. Upon docking with a station, they can be recharged, like flares, for a nominal fee.

Very nice chasing weapons--once balanced by the correct number of shots per charge, these provide a balance between standard energy and explosive ammo weapons--but not so hot for a dogfight.

This is exactly the sort of weapon that should be available only to Corvus aligned pilots--it sucks for head to head fights, but would be useful to reduce energy consumption while chasing a fleeing target, allowing the use of more ports without cutting into the ship's "legs."
Feb 20, 2009 Aticephyr link
AgY, if you are any good at pirating or pvp, you wont get hit very much (if at all) by a taur or atlas holding a full heavy load. if they have to drop the cargo in order to fight you, you've already won. pick up some cargo and take off (or have a pirate buddy waiting to take the cargo).

few people actually drop the cargo to fight though... so if you catch them, they are dead (again, unless you suck at dodging something being fired by a 70,000kg mass). I will admit that most profitable items should be a tad heavier. but your idea that just because a heavy transport has guns means it can kill you easily is retarded... its HEAVY. you have to maneuver INTO its kill-zone for it to kill you...