Forums » Suggestions
Not a bad idea at all. Not sure if a bomber should go 190 though.
Right now none of the turrets that we have or can build are much use. A turret gunner should be a major benefit.
I'd say increase the rate of fire and damage on all the turret weapons first.
The light repair turret you can build is a waste of time. Make it fire fast like a neut, and repair at a rate faster than you could with a Repair Module II. They they would be useful.
Right now none of the turrets that we have or can build are much use. A turret gunner should be a major benefit.
I'd say increase the rate of fire and damage on all the turret weapons first.
The light repair turret you can build is a waste of time. Make it fire fast like a neut, and repair at a rate faster than you could with a Repair Module II. They they would be useful.
the rag3 goes 200... so 190 would be slower than that
Oh right. Forgot to add +34973822555
+1 for sure! But give it only ONE TURRET.
I can live without any visual representation of rear turret, but just add one at the rear area and we're good.
Next suggestion, option for an auto-fire turret... not effective, but enough against a collector if the ship is stop. User can choose to add auto-fire weak turret, (HX grade/stats, weaker than regular N1 turret) or a better turret and require a gunner.
Of course this reinforce again the need to be able to use own turrets...
Most bombers in Freespace have an automatic rear turret, as the two blue dots ner the read or the GTB Medusa:
but they are ineffective, only a distraction for average fighter pilots. That is a good balance for an auto-defense weapon. Or, as VO-Wiki says, Armed with defensive turret, but still requires escort.
I can live without any visual representation of rear turret, but just add one at the rear area and we're good.
Next suggestion, option for an auto-fire turret... not effective, but enough against a collector if the ship is stop. User can choose to add auto-fire weak turret, (HX grade/stats, weaker than regular N1 turret) or a better turret and require a gunner.
Of course this reinforce again the need to be able to use own turrets...
Most bombers in Freespace have an automatic rear turret, as the two blue dots ner the read or the GTB Medusa:
but they are ineffective, only a distraction for average fighter pilots. That is a good balance for an auto-defense weapon. Or, as VO-Wiki says, Armed with defensive turret, but still requires escort.
"Next suggestion..."
http://www.vendetta-online.com/x/msgboard/3/new
This isn't rocket science. Independent suggestions go in independent threads.
http://www.vendetta-online.com/x/msgboard/3/new
This isn't rocket science. Independent suggestions go in independent threads.
They are directly related... turrets in rags, and they should work without a gunner, so autoturrets...
Ah, I thought you meant auto-turrets in general.
*bump*
Forget all that auto-turret nonsense. Gunning a turret from an iPad is fun as hell.
Devs, can we get a bomber with a turret seat or two? Come on!
Forget all that auto-turret nonsense. Gunning a turret from an iPad is fun as hell.
Devs, can we get a bomber with a turret seat or two? Come on!
Do it or else!
+1... but isn't it a bit overpowered?
No. what makes you think it's overpowered?
+1
3 large ports, 20k armor, turrets...
Why a 12cu cargo hold. The thing's a bomber - make it 0!!
Otherwise +1
EDIT: well....maybe 2cu. Afterall, the vult has more than that. ;)
Otherwise +1
EDIT: well....maybe 2cu. Afterall, the vult has more than that. ;)
We have enough ships with 2cu cargo holds. Other rags have 18. This one's down a few to fit on an extra L-port.
Either way, the point is: Let's have a *combat* ship with turrets. All the other ones are trade ships.
Either way, the point is: Let's have a *combat* ship with turrets. All the other ones are trade ships.
I think the hitpoints should be decreased dramatically. 3 large ports and 2 turrets is just way overpowered.
It's a rag. Anything else can dance around them, not overpowered at all.
+1
+1
It's only 1000 armor higher than the Rag MkIII. Here's it's stats for comparison:
Ragnarok MkIII
Armor: 19000 (+1000)
Weapons: 2 Large Ports, 3 Small Ports
Mass: 16000kg (+2000)
Thrust: 425N (same)
Turbo Thrust: 550N (same)
Speed: 65m/s (same)
Spin Torque: 10.0Nm (same)
Turbo Speed: 190m/s (-10m/s)
Turbo Energy: 50/s (same)
Cargo Capacity: 12cu (-4cu)
The Rag MkIII is faster and doesn't require two other players to man all of it's guns. I don't think you'll find an experienced player in the game today who really thinks the Ragnarok MkIII is overpowered.
The idea here is to add a ship to promote wider use of a very fun, but underutilized multi-player feature of the game: Turrets.
Ragnarok MkIII
Armor: 19000 (+1000)
Weapons: 2 Large Ports, 3 Small Ports
Mass: 16000kg (+2000)
Thrust: 425N (same)
Turbo Thrust: 550N (same)
Speed: 65m/s (same)
Spin Torque: 10.0Nm (same)
Turbo Speed: 190m/s (-10m/s)
Turbo Energy: 50/s (same)
Cargo Capacity: 12cu (-4cu)
The Rag MkIII is faster and doesn't require two other players to man all of it's guns. I don't think you'll find an experienced player in the game today who really thinks the Ragnarok MkIII is overpowered.
The idea here is to add a ship to promote wider use of a very fun, but underutilized multi-player feature of the game: Turrets.
Not to mention that it requires player interaction to be used to its full potential so while that may give it a better defensive/offensive ability the reward to attackers is 2-3 pks
rag 3's are slow enough... 190 m/s will make it unusable against other players with any decent skills. The greater mass alone should be enough to slow it down a bit (taking longer to reach top speed).