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Centuar B-Class Armed Hauler

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May 07, 2004 harvestmouse link
thank goodness the bots aren't faster than the trader is (although I think they have better batteries)

I think AGT would drain your battery (not good).. and it has no splash, so it can't take on hordes of bots (which happens when you're dealing with guardians)

now, if you just had some jackhammers that fired from behind... hehe
May 07, 2004 Pyroman_Ace link
Okay, lets see why so many people are missing the point:

SUMMARY:

The Centaur B-Class Armed Hauler mounts a rear-firing AGT in addition to it's already existing (A-Class) armaments.

The R-AGT consumes 1/3 - 1/2 the power of the current AGT.

The B-Class costs about 5000-12500c MORE than the A-Class.

The stats are as follows:

Name: Centuar B-Class Armed Hauler
Weapons: 2 Large, 1 Small, 1 AGT Aft*
Health: 16000
Cargo: 14
Agility: Low/ Very Low

*- Standard on the craft, if removed, may only be replaced with R-AGT weapons system.
May 12, 2004 Pyroman_Ace link
bump
May 12, 2004 MonkRX link
Well in the state this game is in NOW, this ship sounds more favorable. But in general:

anything that eats energy = BAD for boosting away


Lets say the game is launched in the state its in. Eventually everyone will be able to obtain Valks and flares. I already stressed that Valks using Flares don't need to be anywhere near the victim to destroy it.

The only way to effectively use this rear-facing-AGT is if the weapon can *auto target* missles and destroy them before they hit the ship. Kinda like the anti-missle things on Modern Fighter Jets.

harvestmouse said:
>AGT isn't all that great... it uses autoaim,
>and can be dodged by a vult (this is similar
>to dodging the blue ion cannon of the bots in
>s11 during 3.3)

Actually the AGT is much worse... The blue ions used by the 250's can be effective from far distances... like around 400meters... unlike the AGT. The AGT is more effective close range than the Ions are though. The Vult is like a wall when you see its flat side. You can't really miss. But im talking about distances around 100meters...

Again this distance thing. The AGT isn't an effective weapon to hold anything off. A pirate with almost any energy weapon can take out a straight moving ship (assuming the Centuar is boosting) from 300meters away. At 300 meters, the AGT isn't effective.

Numbers that might Intrest you:
Fast Charge Batt: 250 Capacity, Charge rate: 50 per second
Efficent Engine: 45ms Top non-turbo speed, 160 top-turbo speed. Energy useage rate: 50 per second.

Now, assuming your boosting away from a pirate, you only have 250 energy to use to defend yourself.

Rear AGT: Fire rate: 0.1, energy usage: (Lets say) 2 per blast.

That only gives you 125 shots to kill the pilot.
12 and a half seconds of shooting.
-Not enough to hold off a pilot.
And you'll need to save some energy so you can keep boosting.
-Then you'll need to wait 5 seconds for your FC battery to charge
--And with a pilot close behind, and you can't shoot (since your allowing your battery to charge for the wormhole jump). I would say your pretty much dead.

<Useless thing I was going to take out>
One last fact to top it off:
And since this is a gattling weapon at least 1/10 of the shots will miss. Even with the AGT's uber auto aim... </useless>
May 13, 2004 MonkRX link
*Bump*

I have extremely terrible communications skillz. Just tell me that you didn't understand a word I said and I'll try to re-interpret my post :P.
May 16, 2004 Pyroman_Ace link
I get it.

what your saying is that instead of an R-AGT system, we actually need a PDS (Point Defense System) for knocking out incomming missiles/rockets.

-OR-

Perhaps the R-AGT could be the PDS by targeting incomming missiles and firing 5 shots at each before rotating to the next target (something like that)
May 18, 2004 MonkRX link
Yep. (To the second idea).

Some kind of Super-Adv-Gat.

Shoots out missles automatically... and can also be used to attack players.


/me thinks this would be a nice ship to put into vendetta now :)
May 19, 2004 The Kid link
if energy weapons could detonate rockets (I don't see logical issues), then it might work.
May 19, 2004 Pyroman_Ace link
What about what the US DOD has been working on for the past 8 years?

A laser mounted on a 747 Airplane that focuses a small, intensly hot beam on the shell of the missile or rocket during it's boost phase, ruptures the casing and causes the guidance system to go haywire?
May 20, 2004 shadow_slicer link
Or how about having a special "turret" mode where you can aim the turret(s) (which can contain any weapon compatible with your turret) without changing the ship direction. (Similar to what they did in Freelancer)
This would allow you to shoot backwards while boosting forwards and still know what you're shooting at. This also means that you can choose the weapon that you want for the turret and not be restricted to an "AGT" or whatever (choice is good).

This sounds like a lot of work, but depending on how the engine is written, this could be a small change like adding a bind for turretmode which will set the view to turret mode, disable all forward weapons, and associate the reticule (target thingy) with the turret angle instead of ship direction.
May 21, 2004 MonkRX link
shadow_slicer i think thats already been said somewhere in this topic.

Someone sum up the ship's statstics :).

Oh, and RAISE the Hitpoints to around 18000+.

On a side note:
-The prom should be reworked afterwards. (Increased Agility, 3 small ports or something, 25k HP).
May 21, 2004 MonkRX link
The stats are as follows:

Name: Centuar B-Class Armed Hauler
Weapons: 2 Large, 1 Small, 1 AGT Aft*
Health: 18000
Cargo: 16
Agility: Low/ Very Low. (Hmm, how about the same as the current prom?)

*- Standard on the craft, if removed, may only be replaced with Rear weapons system.

New possible rear weapons:
Gravity Mines (stong gravity field. Pulls everything toward the center of the field.... including missles... Explodes on contact doing 1500 Damage) <edit> Pulls everything in at 120ms, so a valk would need to travel over 120ms to get away from this mine. It self destructs after 10 seconds of 'pulling' in objects.

It requires ammo AND energy. 25 energy per-drop.</edit>

Anti-Homer Device: Launches weird thingys that emit heat. It causes homing missles to re-target the weird thingy instead of the B-Class itself.

Energy Disrupter: Causes all Energy-based weapons to lose 1/2 its damage strength when it hits the ship (EX: Energy Weapon X does 400 damage. With this Energy Disrupter Equipped, it will only do 200 damage to the ship). This Disrupter does not need energy. It will take effect when it is equipped on the B-Class.

Regular-Energy-Efficent-AGT: Same as a regular AGT, but much more effiecent (uses less energy).

And the standard Aft-AGT: Can detonate Missles, and also energy efficent (just not as much as the previous weapon).

*Sigh*
That should be good. The weapons mentioned above can only fit on the aft-slot.



Also another idea: How about ALL trading ships have a slow deceleration rate? Like 1ms deceleration per second? It lets them get away from those pesky Valk-Pirates...

EX: Once you hit 160ms you can let go of turbo... every second that passes by your speed drops by 1ms. Breaking (binded to spacebar by default) will decelerate the B-Class by 50ms per second.

Maybe this could be specific to the B-Class, so energy usage won't be concern...
May 22, 2004 Pyroman_Ace link
Okay, so the Heat and Radar is easy to handle, Flares and Chaff, what we truely need now is a Countermeasures "Spooky" gunship.

Spooky: A large AC-130 Gunship that spews flares and chaff out the sides and rear. This not only can turn night into day but also throw missiles into hissy fits.

An Energy Sink/Shunt that forces power from the shot off. Or hey! Particle Shielding across the hull. It transmits a small portion (say 5%) of the shots energy into the battery system and the hull sustains only slight damage.

I'd say increase the time states on the Grav mine to 15 or increase pull to 150ms
May 23, 2004 MonkRX link
With Grav mines as powerful as that, I think it can be abused...

Oh yeah I forgot, what should the effective radius should be on the grav mines?
Maybe it should be something like:

200 meters: 20ms pull
150 meters: 35ms pull
100 meters: 65ms pill
90 meters: 95ms pull
80 meters: 120ms pull
60 meters: 150ms pull
50 and closer: 165ms pull

Once dropped, it will start it's "pulling effect" after 1 second. It only effects other enemy nations, and enemy projectiles (oo, i wonder how badly rail guns would be effected).


Hopefully this weapon can't be abused... its only equipable on this ship anyway, which should be easy to take out... right?
May 23, 2004 Pyroman_Ace link
Uhh, I built this craft to be indestructable. The only thing that could take my original design out would be some very determined Bomber pilot or a squadron of fighters. Although it was not deigned to be a tactical warship I suppose a smart player might be able to utilize it's grav mines in a lower way than intended
May 24, 2004 Ciuciu link
Why don't equipt that craft with HWP, which was discussed in other topic, and add some weaapons to HW platform?
That way we don't have only one ship who can use it

Since centaur is biggest ship fighter-class ship ingame ATM it could work.

As for grav mines: they sond nice but: gravity don't choosee what it affects anw what is not affected. That's why it should affect all nearly particles and crafts no matter the nation or standing

It would be nice because nobody would use it in crows, since everybody there would be toasted (remember: FF would be on someday), because all flares and rocket there would be pulled back to the centre.
May 27, 2004 MonkRX link
other topic..

err link please?