Forums » Suggestions
Add PCB weilding station guards to conq stations
Add a third station guard that flies around but has power cell blasters equipped instead of LENBs - only in conquerable stations sectors (and perhaps also corvus).
-Adds interesting risk to bringing tridents into conquerable sectors.
-Adds interesting risk to bringing tridents into conquerable sectors.
-1 The NPC guards and turrets already do a fantastic job of tearing Tridents apart.
Further -1 to any NPC using a PCB until PCBs work on NPCs!
Further -1 to any NPC using a PCB until PCBs work on NPCs!
Actually, this might be an improvement, as even with LENBs they are relatively useless for normal mayhem prevention. Giving them PCBs would:
1) Prevent people from griefing other people using station guards by shooting a moth to 10% then roll-strafing the moth.
2) Insert cool benefit here.
1) Prevent people from griefing other people using station guards by shooting a moth to 10% then roll-strafing the moth.
2) Insert cool benefit here.
Savet, there's zero need to grief people using station guards in conquerable or corvus stations. This is really only for tridents. And yes, ARF, the stations guards are good at killing tridents -- if they are uninhibited and the trident isn't turboing away. Thus, enter the need for a PCB guard who slows them down.
Station guards still bothering you? Why don't you undock and kill them, or fire your gem turrets at them, or have an ally destroy them. There are many ways to deal with them, so don't make it sound like they are some kind of unstoppable force.
Station guards still bothering you? Why don't you undock and kill them, or fire your gem turrets at them, or have an ally destroy them. There are many ways to deal with them, so don't make it sound like they are some kind of unstoppable force.
The AI is so bad that it will rarely pose an issue to attacking tridents. In the event that it did, you could just bring two tridents and the guards will only attack one at a time. They also prioritize players over npc tridents anyway and immediately switch targets when you undock.
So really, this is a nerf to the station guards because they will do half their former damage. I think they should be removed altogether so i'll 1+ this nerf as a step in the right direction.
1+
So really, this is a nerf to the station guards because they will do half their former damage. I think they should be removed altogether so i'll 1+ this nerf as a step in the right direction.
1+
How is it a nerf to ADD one more station guard with different weapons?
You'd be amazed at their complex union contract... lol
It's not if you're adding station guards, that's just adding more borked NPC's to the sector, no I suggest replacing the current ones with PCBs. Adding them would be absurd.
Station guards for every station and not just grey ones should be randomized with ships and weapons. When you destroy one, you don't know what to expect next. You may see the next ship undock, but you don't know what it's wielding!
If you continue your assault, maybe they call in for backup? Perhaps a Trident with a few ships inside to undock and cause you some trouble? (Note: Killing the trident will have it's rewards and consequences. While you may get awesome loot, you would have to toss up severe faction loss and weigh your options.)
If you continue your assault, maybe they call in for backup? Perhaps a Trident with a few ships inside to undock and cause you some trouble? (Note: Killing the trident will have it's rewards and consequences. While you may get awesome loot, you would have to toss up severe faction loss and weigh your options.)
I like your ideas mitch, but they will get lost in the ether, since they are unrelated to the OP (and since the OP seems to be of little interest to anyone).
Well, I've been moderately interested. If you have your pcb guard attacking bombers as a priority in the absence of a trident, this suggestion could make soloing a station a bit more challenging.