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[Approved]
Approved i like it lots
Bumpeh
Another bump, plus one of my powercell ideas
http://www.vendetta-online.com/x/msgboard/3/21300?page=#263607
^^ To make quad-rails a usable heavy interceptor
http://www.vendetta-online.com/x/msgboard/3/21300?page=#263607
^^ To make quad-rails a usable heavy interceptor
I'm wondering if anyone thinks this would unbalance the game.
No, that 55 charge 400 cap SF battery wouldn't make a GODLY X1 at all.
Implement please!
Implement please!
In my years of playing a valk is impossible to catch after the first 3 seconds of boosting regardless of what powercell it uses (heavy UC FC), having a cell that doesn't drain much like this one would make it a much more deadly chaser, and you would have to pop about 50 SF guards to get one too.
People should be encouraged to aim not spam their weapons. I don't think this will do that.
no but its going to make chasing things down with a valk much better.
gonna remove the SF batt for reason of balance then.
gonna remove the SF batt for reason of balance then.
Pmub
+1
Best idea I've heard in a while.
I think the grid needs to be improved for the light powercells if you want fighters to use them... 12 grid can barely support a raven/neut config.
Energy spam is bad bad bad. Learn to aim.
no but its going to make chasing things down with a valk much better.
like the valk needs a buff.
no but its going to make chasing things down with a valk much better.
like the valk needs a buff.
Maal i'm sorry but more shot = shorter fights and with you that's not a problem
and i just want some good diversity between powercells because right now we only really have two/three choices...
all the batts with alot of juice and decent charge take a long time to recharge for a jump so they would be awesome for chasing in the sector but as soon as someone with a fast charge/UIT cell gets past the 3000m mark you will lose em very fast.
the batteries that combine a decent charge rate with a good cap are pretty heavy 600kg+ so they would slow down the boosting by quite a bit.
and i just want some good diversity between powercells because right now we only really have two/three choices...
all the batts with alot of juice and decent charge take a long time to recharge for a jump so they would be awesome for chasing in the sector but as soon as someone with a fast charge/UIT cell gets past the 3000m mark you will lose em very fast.
the batteries that combine a decent charge rate with a good cap are pretty heavy 600kg+ so they would slow down the boosting by quite a bit.
The one wrinkle I'd add to the strikeforce batteries is a limited service lifespan for them. This would make sense; a strike force is a short-term solution where you want to get as powerful a force out of the station as quickly as possible to deal with the threat; you're not going to be particularly fussed if the batteries have only a couple of hours service life before they break down and need replacement.
So, implement a lifetime for the cells after which they drop to a very low power output sufficient to power the ship engines and extremely slowly recharge for jumps; this means the player isn't stranded when the cell conks out, but is severely crippled. For added giggles, make the lifetime not a simple timer, but a count of how much energy the thing has output over that time, and give no indication of how knackered the cell is until it breaks and reverts to being an emergency cell (cost 5cr).
So, implement a lifetime for the cells after which they drop to a very low power output sufficient to power the ship engines and extremely slowly recharge for jumps; this means the player isn't stranded when the cell conks out, but is severely crippled. For added giggles, make the lifetime not a simple timer, but a count of how much energy the thing has output over that time, and give no indication of how knackered the cell is until it breaks and reverts to being an emergency cell (cost 5cr).
-1 to OP
azxeeron, an explanation would be nice. Why is more powercell variety bad?
I think those with more than 50 recharge should all be massive enough to prevent an infiturbo valk from being too effective, but otherwise these look good.
I think those with more than 50 recharge should all be massive enough to prevent an infiturbo valk from being too effective, but otherwise these look good.
+1 its still a great idea.
spedy keep in mind the price and the fact those that have good regen/cap would still suck for intra-sector chasing.