Forums » Suggestions
A new power cell weapon/weapon that stalls jumping
How about a area affect weapon that can keep ships from jumping in and out of a system? This would greatly increase a ambushs chances of succeeding. It would also balance out capships being "too hard to kill" problem without directly affecting the capital ships stats but still require players to at least have one more pilot with weapons. The area of affect weapon should be medium weight with a large drain requiring players to have one skilled pilot stay with the capital ships at all times. I believe 500m would be a good area of affect range
Capital ships as large objects might he worth revisiting as a suggestion along these same lines.
Instead of making it AoE it should be a 500m long beam that's easily visible. Just like a mining beam. It should also drain 5 energy per second and not drain any energy from the target or stop it from using turbo.
"Capital ships as large objects might he worth revisiting as a suggestion along these same lines."
I think this is a great idea, I don't know what the gravity well would look like for something massing 3 million kg, as it relates to a 10,000 kg fighter, but when I get a chance I'll model it in universe sandbox.
I would say however that a trident, would impose a warp restriction of say 750 meters. For a goliath, maybe 250m or whatever would work mathematically given the mass disparity.
This brings up something else I have been thinking of, small rocks should effect warpout restrictions less then large rocks. I'll save that for a seperate thread though, once I do some math on the subject.
I think this is a great idea, I don't know what the gravity well would look like for something massing 3 million kg, as it relates to a 10,000 kg fighter, but when I get a chance I'll model it in universe sandbox.
I would say however that a trident, would impose a warp restriction of say 750 meters. For a goliath, maybe 250m or whatever would work mathematically given the mass disparity.
This brings up something else I have been thinking of, small rocks should effect warpout restrictions less then large rocks. I'll save that for a seperate thread though, once I do some math on the subject.
+1 to capital ships imposing jump distance restrictions.
And +1 to LNH's mention about smaller roids having less of an affect on warpout restrictions than larger roids. It is kind of annoying that a smallest roid in the game has more of an affect on warping out than a capital ship many times the size and density of the roid.
And +1 to LNH's mention about smaller roids having less of an affect on warpout restrictions than larger roids. It is kind of annoying that a smallest roid in the game has more of an affect on warping out than a capital ship many times the size and density of the roid.
with the current engine how processor intensive would it be to calculate every object's area of influence if it were mass-dependent instead of object-type dependent? I *think* it would have to be recalculated repeatedly, too, since it seems objects are gonna be moving more and more.
-1 just make shooting and damaging certain parts of the capship slowly remove abilities from it. The issue with all these suggestions for new tools is that we have very limited ports on ships and every time you need to add another auxiliary tool to do something you are reducing the number of viable ships for an encounter. This suggestion would just make it one step closer to the rag being the only viable ship to take out capital ships.
@luxen, what about making capital ships static? I'm not sure if that'd help but making them solid objects with their own gravity fields to the other suggestions on this list might be simpler. Give them a certain area of influence and if they move the field moves with them? I don't really know much on that kind of stuff. But yea, it would probably be calculated over and over lol
Okay peytros. For starters
Rangnoroks are bombers and therefore will usually be the go to ship got bombing capships anyway
I already said it would require at least two pilots to take a capital ship out, rags aren't the only choice. A hornet (chain fire) and a warthog using the lp would easily be able to dodge fire and keep the capital ship in sector. At the moment it is extremely easy to dodge capital weapons if your movements are erratic enough.
There are plenty of large port ships "viable" to take down capital ships.
Making turrets destructible is already suggested, capital ships being made destructible in certain areas has been suggested. This is just a new interesting idea to make it a bit more fun and bring teamwork into it more.
Okay peytros. For starters
Rangnoroks are bombers and therefore will usually be the go to ship got bombing capships anyway
I already said it would require at least two pilots to take a capital ship out, rags aren't the only choice. A hornet (chain fire) and a warthog using the lp would easily be able to dodge fire and keep the capital ship in sector. At the moment it is extremely easy to dodge capital weapons if your movements are erratic enough.
There are plenty of large port ships "viable" to take down capital ships.
Making turrets destructible is already suggested, capital ships being made destructible in certain areas has been suggested. This is just a new interesting idea to make it a bit more fun and bring teamwork into it more.
IL, i was asking with asteroid debris in mind, actually. debris far outnumber capships, which i think even lighter devices wouldnt have a trouble doing rough calculations on. My question was more aimed at LNH's suggestion here.
Ohhh, sorry then luxen