Forums » Suggestions
As anti-pirate as I may be, I agree that pirates need some method of keeping up with the other players. So I introduce the Corvus Pirate Beams, modified mining beams designed to steal cargo from your target.
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(L) Corvus Collector Beam
Modified Mining Beam
Req: 4/-/4/4/-; Corvus standing >= +600
Desc: LM-5142 Mining Beam modified to emit a carrier wave to the target craft.
Energy: 50/sec
Range: 300m
Mass: 700kg
Use: This beam, when fired, opens a window not unlike the Jettison window. The player can choose *one* cargo unit type to force the victim to jettison. The pirating interface will not show the name or amount of cargo in the hold, only the icon; this will simulate the scenario of boarding and picking random cargo crates.
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(L) Corvus Harvester Beam
Heavily Modified Mining Beam
Req: 5/-/5/5/-; Corvus standing >= +600
Desc: LM-1834 Mining Beam modified to emit a carrier wave to the target craft.
Energy: 55/sec
Range: 300m
Mass: 800kg
Use: Works like the Collector beam, except that you can see the types of cargo along with their icons.
===
(L) Corvus Collector Beam
Modified Mining Beam
Req: 4/-/4/4/-; Corvus standing >= +600
Desc: LM-5142 Mining Beam modified to emit a carrier wave to the target craft.
Energy: 50/sec
Range: 300m
Mass: 700kg
Use: This beam, when fired, opens a window not unlike the Jettison window. The player can choose *one* cargo unit type to force the victim to jettison. The pirating interface will not show the name or amount of cargo in the hold, only the icon; this will simulate the scenario of boarding and picking random cargo crates.
===
(L) Corvus Harvester Beam
Heavily Modified Mining Beam
Req: 5/-/5/5/-; Corvus standing >= +600
Desc: LM-1834 Mining Beam modified to emit a carrier wave to the target craft.
Energy: 55/sec
Range: 300m
Mass: 800kg
Use: Works like the Collector beam, except that you can see the types of cargo along with their icons.
[stamp of approval!]
I'd prefer weapons or electronics capable of neutralizing a ship's engines (e.g., disruptor missile, the BSE stuff from Privateer 2, etc.).
Sound like an awesome idea Celkan! [Stamp Of Approval] From me too :)
I actually think this is lame. I can see a beam disabling a ship, but not being able to actually LOOT a ship. Perhaps a relatively large rocket/missle that turns into a droit that attaches to the hull and disables the battery long enough for it to take some cargo out of the ships cargo bay, then detaches and returns to you. Would give the ship a chance to reclaim there lost cargo. But, while the droid is attacked the ship is in essence paralized? Picture a "squidy" from The Matrix, only smaller and less "squid-like".
First, off, I'm gonna make a few revisions.
(L) Corvus Collector Beam
Modified Mining Beam
Req: 4/-/4/4/-; Corvus standing >= +600
Desc: LM-5142 Mining Beam modified to emit a carrier wave to the target craft.
Energy: 75/shot, 7/sec to maintain
Range: 300m
Mass: 500kg
---
(L) Corvus Harvester Beam
Heavily Modified Mining Beam
Req: 5/-/5/5/-; Corvus standing >= +600
Desc: LM-1834 Mining Beam modified to emit a carrier wave to the target craft.
Energy: 55/shot, 5/sec to maintain
Range: 400m
Mass: 380kg
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Use: When within range, these beams hack into the target ship's cargo bay control systems, randomly picking a cargo type and jettisoning it from the craft. If the pirate can keep within range for 4 seconds after the initial "hit", the cargo will be dropped, at which point the victim can either keep running or return to fight over the cargo.
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Johnhawl, the idea is that these devices are being created by a *Pirate* faction for *pirates*. The ability to disable a ship is not good for gameplay. You failed to read my post properly. Perhaps you will try again.
(L) Corvus Collector Beam
Modified Mining Beam
Req: 4/-/4/4/-; Corvus standing >= +600
Desc: LM-5142 Mining Beam modified to emit a carrier wave to the target craft.
Energy: 75/shot, 7/sec to maintain
Range: 300m
Mass: 500kg
---
(L) Corvus Harvester Beam
Heavily Modified Mining Beam
Req: 5/-/5/5/-; Corvus standing >= +600
Desc: LM-1834 Mining Beam modified to emit a carrier wave to the target craft.
Energy: 55/shot, 5/sec to maintain
Range: 400m
Mass: 380kg
---
Use: When within range, these beams hack into the target ship's cargo bay control systems, randomly picking a cargo type and jettisoning it from the craft. If the pirate can keep within range for 4 seconds after the initial "hit", the cargo will be dropped, at which point the victim can either keep running or return to fight over the cargo.
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Johnhawl, the idea is that these devices are being created by a *Pirate* faction for *pirates*. The ability to disable a ship is not good for gameplay. You failed to read my post properly. Perhaps you will try again.
How about a 250 m/s homing missile that doesn't do damage on impact but drains the battery of all power interupting Turbo. The effect would be instantaneous so the battery will start recharging after the hit. This would make interceptions easier for the pirate. One issue would be that it would make wormhole blockades easier by keeping targets from reaching full power. Limited ammo is needed for balance. Disadvantages for the pirate would be the lost of a weapon slot and higher mass from the launcher.
not trying to flame your idea, just don't like the idea of a beam being able to magically loot a ship. I do however like your idea of hacking into the ships computer and getting it to jettison the cargo. Nuff said. =)
I think if people really want to see pirates who don't have to be constantly on the high end of gunners (so that they can take out runners at 400-600 m) then I think that's going to require some nifty devices like these.
the missile would be nice, save for the fact that it would be awesome in any battle.
Maybe make it very easy to dodge, i.e. very weak maneuvering, almost like a rocket. And only give each launcher 1-2. I would shie away from serious weight impacts, only because it would make it unusable for pirates who are trying to keep up.
the missile would be nice, save for the fact that it would be awesome in any battle.
Maybe make it very easy to dodge, i.e. very weak maneuvering, almost like a rocket. And only give each launcher 1-2. I would shie away from serious weight impacts, only because it would make it unusable for pirates who are trying to keep up.
If the Pirate can steel or hack mission items also.
Then I vote no they should be off limits.
I know pirates are a part of the player base so we need them :(
I still feel like a salmon in a choked off steam "here mr bear let me put the salmon right in your mouth"
I hate the gates idea they choke the play, but everone (game makers) uses them. (scratches head)
I am all for giving the pirate more equipment for more successfull plundering and this is a good idea.
However I feel he should have to go looking for us not wait at choke points and have us fed to him like the salmon to a bear.
I could totally do without pirates in this game,and remember I am another part of the player base.
Cheers/Thrangar
Then I vote no they should be off limits.
I know pirates are a part of the player base so we need them :(
I still feel like a salmon in a choked off steam "here mr bear let me put the salmon right in your mouth"
I hate the gates idea they choke the play, but everone (game makers) uses them. (scratches head)
I am all for giving the pirate more equipment for more successfull plundering and this is a good idea.
However I feel he should have to go looking for us not wait at choke points and have us fed to him like the salmon to a bear.
I could totally do without pirates in this game,and remember I am another part of the player base.
Cheers/Thrangar
You are correct Shape, the discharge missile should only have enough maneuverability to hit a turboing target at less then 45 degrees deflection. It should have about 20 seconds duration for about a 1000KM range again a 200 m/s target. I would have about 4 missiles. Maybe 600 to 800 Kg weapon mass. I don't think it would be effective in a dogfight. Pilots regularly drain their batteries firing weapons in a dogfight. It could effect the start or end of a fight were interceptions happen.
what ever happened to disableing your enemy and bording them, I really wish that was something more feesable then a beam or a rocket. I know I know, shutup…
You are entitled to your opinion Johnhawl218. One point I would make is that "pirates" in general are more concerned about kill stats then looting cargo. A disabled ship will quickly be a dead ship. With the discharge missile the target would still have thrusters right after a hit. The target pilot also has the option to stop turboing, point the ship in another direction and start turboing again causing the missile to miss (Note this does allow the attacker to get closer which is the whole point of the missile).
Thrangar. I would not by any means equate piracy, as it stands, to being "fed" at choke points. Every second counts, and most of the time, people get away. If you don't want to be pirated, that's fine, you never have to leave protected space (or if you're a UIT, you can go and hang out in Serco or Itani space, UIT space is a little unprotected). But grey space is the place for people who like it, and there are a large number of people, including traders, who enjoy the danger.
I personally wouldn't mind getting fewer kills if there was a disable option. Being able to board, and possibly steal a ship would be nice (especially for those of us who can't otherwise get a 56 cu Maud, this way, we'd only have one, and if we get destroyed, that's it)
I personally wouldn't mind getting fewer kills if there was a disable option. Being able to board, and possibly steal a ship would be nice (especially for those of us who can't otherwise get a 56 cu Maud, this way, we'd only have one, and if we get destroyed, that's it)
Would be cool if when you hack a ship, out pops the pilot in a spacesuit. The spacesuit would have thruster controls and a govt issue phasma gun but no turbo. The pilot could get back in the ship by ramming it. The attacker can kill the target pilot then eject and fly over to the new ship. If the pilot is abandon without a ship, the pilot can fly to a station to get one. A side effect would be having to deal with Elrad killing you with only his spacesuit.
That's what I'm talking about Shape, I want to be able to take your ship from you if I want. The kills are nice but it gets old fast, same with botting and I"m sure hunting the queen will too, if I can find her. Disabling the trader/miner/combat pilot and taking there ship or taking there cargo gives an extra option for the pirate.
And what are you gonna do about the pilot? Just eject them into space? Trade ships? This idea (disabling/boarding) has been discussed many times. Keep it out of this thread.
i posted about a 'gravity mine' that would disable all jumps w/in 3000m. grimleo i like your leech missile as well as that. celkan, im sorry, but your idea for 'forced cargo jettison beam' , i dont understand. if pirates could get within 300m of us in the first place, why not shoot us or extort us?
in general i do think pirates need a little more ability to intercept traders in grayspace... and isnt that what this thread is about?
in general i do think pirates need a little more ability to intercept traders in grayspace... and isnt that what this thread is about?
Ananzi: Because some pirates don't actually want to kill their prey, just make them jettison their cargo. IIRC, [syn]n00b used to do this. This allows pirates to just catch up to their prey, and fire away. As long as they can hold the charge for the beam during the chase, they will get some cargo to be dropped with no fuss, and possibly even a fight -- if the trader wants to come back for the dropped cargo.
The ability to disable/board ships has been discussed to DEATH. Keep that to its old threads or start a new one.
The ability to disable/board ships has been discussed to DEATH. Keep that to its old threads or start a new one.
As far as what to do with the pilot, just send him back to his home station. for them, its no different from being destroyed (everyone bind your /explode keys). Meanwhile, your old ship is either returned to your home station, or destroyed (with the latter making more sense to me). If you think about it, disabling a ship could be harder than destroying it, say, perhaps that to disable a ship, you have to get it under 4%. well, to do that, you would need a gun that didn't do much damage to drop them the last little bit. It would not be easy, but it would be a possibility.