Forums » Suggestions
New Large Port PCB Distruptor
A large port weapon that when fired sends a feed back signal causing the PCB to disengage and be inoperable for a small amount of time.
This weapon should have a cool down that is longer than it deactivates the attacker's PCB (if auto turrets makes this OP it could also deactivate the capship's "Activate Turret" command during cooldown). The weapon would not be aimed but only send feedback at ships that are actively PCBing. You can't spam it. If the attacker is crafty enough to stop firing the same moment the Capship pilot sends feedback the Capship still has to wait the cooldown but PCB will not be deactivated. The weapon will use a small amount of energy so if the battery is all the way empty it won't work.
The amount of time that the attacker's weapon is disabled shoud be timed to be less than the time it takes to re-fill a dent cell to jump away if the battery is all the way drained. This way if the Capship player is very quick to send the feedback he can jump away. If the player isn't quick enough to save energy to make a jump they maybe have enough power to get a few turret shots off and they better aim well.
Basically the way I am envisioning this is that the Cap player would really have to deploy the weapon in a timely fashion. It would only affect a ship actively PCBing and they would only get a couple cracks at it then be screwed like they are now. It should not be a guarantee to get away but just give you a chance.
This would also make it so if multiple attackers had PCBs they would be more effective. As soon as one gets deactivated the other could start PCBing. This would make teaming up to stop the large ship much more likely to succeed than a solo small ship.
This weapon should have a cool down that is longer than it deactivates the attacker's PCB (if auto turrets makes this OP it could also deactivate the capship's "Activate Turret" command during cooldown). The weapon would not be aimed but only send feedback at ships that are actively PCBing. You can't spam it. If the attacker is crafty enough to stop firing the same moment the Capship pilot sends feedback the Capship still has to wait the cooldown but PCB will not be deactivated. The weapon will use a small amount of energy so if the battery is all the way empty it won't work.
The amount of time that the attacker's weapon is disabled shoud be timed to be less than the time it takes to re-fill a dent cell to jump away if the battery is all the way drained. This way if the Capship player is very quick to send the feedback he can jump away. If the player isn't quick enough to save energy to make a jump they maybe have enough power to get a few turret shots off and they better aim well.
Basically the way I am envisioning this is that the Cap player would really have to deploy the weapon in a timely fashion. It would only affect a ship actively PCBing and they would only get a couple cracks at it then be screwed like they are now. It should not be a guarantee to get away but just give you a chance.
This would also make it so if multiple attackers had PCBs they would be more effective. As soon as one gets deactivated the other could start PCBing. This would make teaming up to stop the large ship much more likely to succeed than a solo small ship.
+1
+1 definitely need more weapons defense is even better.
Why does roflor suddenly have the same writing style as rkerst these days?
-1
Just shoot the person. if you're not smart enough to figure out how to arm your ship appropriately, get out of it and shoot him with another ship. Put your ship on "follow" and lead it to safety. Have some friends come assist you with cooperative style play. Etc.
Hell, put a PCB turret on your ship and PCB the PCBer before they PCB you.
The capships seem pretty balanced as they are with regard to PCB / Grav Mine response.
-1
Just shoot the person. if you're not smart enough to figure out how to arm your ship appropriately, get out of it and shoot him with another ship. Put your ship on "follow" and lead it to safety. Have some friends come assist you with cooperative style play. Etc.
Hell, put a PCB turret on your ship and PCB the PCBer before they PCB you.
The capships seem pretty balanced as they are with regard to PCB / Grav Mine response.
I agree with SkinWalker on this one, especially the 'get some freinds to help' part. Working with others is one of the most fun aspects of the game.
+1
This does not sound that bad at all.
This does not sound that bad at all.
If I understand correctly, to use this I can no longer have an offensive weapon in the large port of my capship?
-1 if a dent had this "new" item than it would make no difference to them just less DPS, plus a dent can pretty much already deshield another dent with ONLY turrets so this would buff dent considerably.
-1
we should fix the issue with overloading capship first. this is the major game disruption.
"If I understand correctly, to use this I can no longer have an offensive weapon in the large port of my capship?"
Sadly that is the way these ships are designed. They only have 1 large port. I would love to keep my TU equipped to but this would just be another option.
Sadly that is the way these ships are designed. They only have 1 large port. I would love to keep my TU equipped to but this would just be another option.
It is important that all trade ships be near defenseless sitting ducks so the greifers who always get their way in these forums don't cry to loudly.
This kind of content is unhelpful and unwelcome on Suggestions. This is my game, and I make the decisions. I listen to feedback from everyone, which is why the forum is here.
But I have particular goals for gameplay, design and balance, and they are what they are.
Remember our tridents are just cargo container ships in space except that you can't just sell your full cargo ship of stuff in 1 place like freighters do in RL. So if our world worked like VO the port of Los Angeles can only afford to take a few containers off then the bottom falls out of the market so you then have to go to San Diego, San Francisco, Portland,. . . . That way all the containers can be sold at profit.
Yes, like if I were trying to.. say.. develop a new economy, that could support this kind of thing.
It's also been made clear from the getgo that capships were an incomplete game feature that's still subject to a lot of changes, and in development.
Some people like early-access to features like this; that was why they requested it in the first place, knowing full-well it was a flawed and incomplete construct.
This kind of content is unhelpful and unwelcome on Suggestions. This is my game, and I make the decisions. I listen to feedback from everyone, which is why the forum is here.
But I have particular goals for gameplay, design and balance, and they are what they are.
Remember our tridents are just cargo container ships in space except that you can't just sell your full cargo ship of stuff in 1 place like freighters do in RL. So if our world worked like VO the port of Los Angeles can only afford to take a few containers off then the bottom falls out of the market so you then have to go to San Diego, San Francisco, Portland,. . . . That way all the containers can be sold at profit.
Yes, like if I were trying to.. say.. develop a new economy, that could support this kind of thing.
It's also been made clear from the getgo that capships were an incomplete game feature that's still subject to a lot of changes, and in development.
Some people like early-access to features like this; that was why they requested it in the first place, knowing full-well it was a flawed and incomplete construct.
Sorry incarnate.
You're right.
I need a sandwich and a nap
You're right.
I need a sandwich and a nap
<group hug>
It's all love, really, or we wouldn't get all pissy. We all love the game no matter our perspective.
</group hug>
It's all love, really, or we wouldn't get all pissy. We all love the game no matter our perspective.
</group hug>
> Working with others is one of the most fun aspects of the game.
I agree with this, but it's an argument that cuts both ways -- if capship pilots have to work with others to defend themselves, it's equally reasonable for pirates to have to work with others to stop capships.
I agree with this, but it's an argument that cuts both ways -- if capship pilots have to work with others to defend themselves, it's equally reasonable for pirates to have to work with others to stop capships.