Forums » Suggestions

Defensive Chaff or Net?

Dec 09, 2003 simondearsley link
I know 'chaff' is a bit misleading, but this is the best name i can think of, and the action is similar.

Basically, it works like this: A small port attachment with say 4 ammo. When released, a 'web' or net id dropped statically (just like a mine) and spreads out to a 30m-50m diameter circle. When another ship hits the netting, it explodes doing some damage (maybe 1000?) After a short period of time, maybe 10 seconds) the net self-destructs. This is to prevent people encasing stations or wormholes, and to prevent excess lag on the server (ala mines).

This would be a perfect anti-pirate weapon or traders, (and could also add an interesting element to combat too) providing everyone with their s-port mines. It also should be pretty simple to implement within the current game engine.

Your trading in your Maud, happily making a killing running widgets between s5 and s7, you enter s8 to find a pirate giving chase. You boost towards the s7 wormhole, but they out accelerate you and quickly pull in behind you to launch sunflares. Drop 4 defensive nets and beep beep beep beep, the pirate breaks off to repair (or issues from the splash or his/her own rockets hitting the net) and you carry safely on to s7...

Critique?
Dec 09, 2003 Skyfox link
Too easily abused. Ok, now person A sets the nets just at perfict range right outside the exit port of a station. Person B comes out, BLAAAMMMM!!!! And player A easily finishes his prey off with a gauss.

Now i've been having an idea. How about a tether/lasso gun that shoots a strong cord, that hooks on to an enemy ship. This lasso holds the enemy player within a 150m radius. The enemy ship has full agility within that radius. If the enemy tries to turbo and break the lasso, it causes dammage.

This has advantages and drawbacks... like everything. Advantage, veteran players can easily take care of valk rammers because the rammers don't have room to escape to. Disadvantage, newbies would become the easiest prey ever to pirates who have this weapon. There is no way for the newbie to run away.

Given the current sistuation, the disadvantage isn't too different from what happens all the time now...
Dec 09, 2003 Phaserlight link
Skyfox: great idea! I also think that the play who shot the tether should take damage as well if the other ship tries to escape. As though the two ships were bumping against invisible 'roids.
Dec 10, 2003 simondearsley link
Skyfox: This is one of the present problems with mines (usually L-mines) But when you think of the life-span of the net (this could probably go down to 5 or less seconds) and the invanurability of a player exiting the dock, the problem could be solved. This will also be countered later when some kind of 'no-fire zone' around stations is implemented. It should also be pretty simple to setup within the current engine (maybe, devs?)

The tether idea is interesting. What would be cool is if the size (mass) of the ships effected the tether/lasso, if a valk (very light) tethers to a rag or prom, the valk get puled along by the rag/prom. This could be used to tow disabled or semi-disabled ships back to dock (see recent threads regarding progressive system damage) You could have a specialty ship with a huge amount of torque, but little armor and only a single port for the tether/lasso, so it can easily salvage other ships... I don't know how hard this would be to implement within the current game.