Forums » Suggestions
Capital Ship Tracking Beacon
I could have sworn I made this suggestion already, but going back 2 years I couldn't find it... so...
Capital Ship Tracking Beacon
For the purposes of tracking an escaping capital ship. Location of a tagged capital ship will display constantly on the HUD until the timer runs out (location continues to be broadcast whether the capital ship is being piloted or not).
-Will work on on non-capital ships (including NPCs -- if possible).
-Timer will expire if ship docks or explodes.
-Looks like a rail gun munition.
-Pilot of tagged ship recieves no indication they are being tracked.
Port: Large
Damage: 1
Speed: 400m/s
Energy: 300/blast
Delay: 20 seconds
Mass: 100kg
Targetting: same as rails
Ammo: 4
Availability: Manufactured at Aeolus stations (difficulty and limitation of mission on par with firecracker turrets)
Grid: 20
Timer: 10 minutes
Refill cost: 40,000 per unit of ammo
Capital Ship Tracking Beacon
For the purposes of tracking an escaping capital ship. Location of a tagged capital ship will display constantly on the HUD until the timer runs out (location continues to be broadcast whether the capital ship is being piloted or not).
-Will work on on non-capital ships (including NPCs -- if possible).
-Timer will expire if ship docks or explodes.
-Looks like a rail gun munition.
-Pilot of tagged ship recieves no indication they are being tracked.
Port: Large
Damage: 1
Speed: 400m/s
Energy: 300/blast
Delay: 20 seconds
Mass: 100kg
Targetting: same as rails
Ammo: 4
Availability: Manufactured at Aeolus stations (difficulty and limitation of mission on par with firecracker turrets)
Grid: 20
Timer: 10 minutes
Refill cost: 40,000 per unit of ammo
Some of us don't want to be followed :p
But if we must, 10 minutes seems reasonable
But if we must, 10 minutes seems reasonable
Of course this will be pointless if you take away sector hopping, which, if you want to use the new weapons, is pretty much gone. Like tracking a beached whale.
If you can't get within 1000m in the nearly 7 seconds it takes to reach jump charge on the new powercell, then you lost. This made more sense with the FC battery.
-1
-1
"I could have sworn I made this suggestion already, but going back 2 years I couldn't find it."
You're thinking of Dr. Lecter's thread.
+1. This has applications beyond directly following and killing Tridents.
You're thinking of Dr. Lecter's thread.
+1. This has applications beyond directly following and killing Tridents.
I feel dirty now that I thought I was Lecter.
I agree with Rin -- it opens up some interesting avenues. But for Tridents specifically it allows a "scout" to patrol with this weapon, and the opportunity to have an legitimate (albeit limited) trident hunt and not the bogus blind searching we have to do now.
This would add cause Trident pilots additional consideration when chosing which add-on configuration they want, and further encourage group play overall.
I agree with Rin -- it opens up some interesting avenues. But for Tridents specifically it allows a "scout" to patrol with this weapon, and the opportunity to have an legitimate (albeit limited) trident hunt and not the bogus blind searching we have to do now.
This would add cause Trident pilots additional consideration when chosing which add-on configuration they want, and further encourage group play overall.
Forcing the tridents to use the new power cell will solve the sector hopping problem, and I wouldn't see a need for this (for player cappies) then.
-1.
PCB can keep a trident from jumping.
Three attackers can destroy a trident currently, don't reward them because they haven't figured out how to do it. There is a reason why the Serco nationalists hide their tridents.
PCB can keep a trident from jumping.
Three attackers can destroy a trident currently, don't reward them because they haven't figured out how to do it. There is a reason why the Serco nationalists hide their tridents.