Forums » Suggestions

Undocking Suggestions

Nov 30, 2003 Phaserlight link
I miss the 1000 m/s Vulture catapult trick! :'(

It was funny as heck to see roguelazer go shooting across the sector in a vulture. Funny, if a little unrealistic. Ah well.
Nov 30, 2003 roguelazer link
It's still there, and it was 5000m/s.
Nov 30, 2003 Skyfox link
What?? How do you do it?
Nov 30, 2003 roguelazer link
Well, right now it only works if you're lagged. Use your invulnerability to get the Vulture's wingbug bouncing off the inside of the station docks. You also need to be at an old station, like sector 13. But that's OT. I like the catapult suggestion. It'd be cool to come out of the docks at 500m/s. And, as a bonus, since each ship decellerates at a different rate, they would all stop in different places.
Nov 27, 2003 Skyfox link
I agree that it does need to launch the player farther out. Mining is still pretty easy to do. Maybe also add a random as to how far out the player is shot? That way mines won't be that effective if they are placed in only on area.
Nov 27, 2003 Pyroman_Ace link
Hmm, I like the whole cannon idea and I like it even more when it's combined with the "sit in your cock-pit and watch your radar" idea. You get say...5 seconds to sit in your cock-pit in the cannon before being launched. Or if the Devs wanted to get really sophisticated, a prelaunch button so you could launch before the 5 seconds were up and fancier yet, I think a battery dump into the guns to make them Hot faster!

[SDF] Black 1

PS: Sry again Devs about my server posts. I'll be more consider it next time.
Nov 26, 2003 Arolte link
Can we have carrier type catapault systems on the exit docks? This will solve two problems--station mining and dock swarming. Not only that, it will give newbies a better chance of escaping griefers, rather than being cornered into a station. I like the current undocking animation, but I really think it needs to have a little more oompfh to it. The gentle push just doesn't do a lot for preventing exploits or griefing.

Also, why can't we hear outside activities such as mining when we're in the station? Back in the days of 3.0.x, we could hear everything that was going outside. You could hear the clank of mines being placed at the docks. You could hear missiles impacting the station. You could also hear blue ions being fired. Why was that all taken away? It would certainly be more helpful in determining whether it would be safe to come out or not.

And on another note of sounds... you can't hear the missile warning beep when you have the sector playerlist ("u" key) up. This has been around for quite a while, and I'm beginning to wonder whether this was done intentionally or not. Again, it's a case of something that used to exist... but is now gone for mysterious reasons (bug?).
Nov 26, 2003 Wubby link
The "catapult" idea sounds good, but I'd hate to be coming in for a dock when some else is being shot out like a cannon. Especially now with the new station design and the exits right next to the entrance.

As for the sound, I hadn't noticed till you mentioned it. Hearing blaster fire or even ship thrusters gives you notice to watch your tail as you left a station. It would be nice to know what's going on outside a station before launching.

Hmmm.... maybe the ability to sit in your cock-pit before launch. That way you can see your radar or out the bay door.
Nov 26, 2003 Celkan link
Incarnate (or a1k0n) told me that the sound from outside the stations was removed in order to reduce the amount of information being sent to the client... or something along those lines. Put simply, Incarnate is not putting it back in.
Nov 26, 2003 Arolte link
I didn't have lag before though. Bah!

=(