Forums » Suggestions

Pirates, Disabling, EMP Torpedo and Escape Pod

Dec 14, 2004 Professor Chaos link
Before I start, please don't reply and say you don't think there should be pirates. There will be pirates no matter what, nothing can be done, and there are pirates in real life, too. Stop complaining. The thing is, in reality the pirates would be able to develop stuff for their purposes, and there is nothing in the game for that. Someone said disabling ships would be bad for gameplay, but I don't think so. Currently, when a ship is destroyed, you go back to home, and can buy it back. I *assume* that this is possible via an escape pod, since I don't believe in reincarnation, and strict play would make this game no fun at all.

I propose an actual escape pod (automatic w/every ship) that automatically deploys when your ship is destroyed. This would not change gameplay at all, you are immediately at home base. However, it should also have a manual release. This could be used in case of pirates disabling your ship, so they don't capture you as well. It would be the same effect as /explode, except that your ship is left drifting in space. If you don't do it in time though (should be no excuse, it takes awhile to board a ship, several minutes), you are a hostage (cargo) that can be recovered or executed by the pirates (jettisoned). In this case you would need an alternate character. Like I said, this should never happen, as you should have a couple minutes to hit your escape pod bind key.

In order to allow a pirate to board a ship, eventually I hope to be able to disable the engines with conventional weaps, but that's way in the future. Meanwhile, I propose an EMP torpedo. It would be very heavy and expensive, and not very fast or maneuverable. It would, however have a *very* large splash radius, and explode on proximity. Within say 300m (needs playtesting) it would drain battery (battery immediately begins charging again) and for the next ten seconds affected ships cannot boost or fire, and acceleration/turn is cut in half. Pirate firing the weapon would have to be careful to stay out of blast radius, or have support ships. Any ship would have this time to maneuver near the ship and 'dock' with it. The ship is then captured and can be towed/plundered (no tractor beams, please).

Anyway, this needs a lot of work to function properly, but it would be way cool, and still difficult, so pirates would not have free reign everywhere. Also it would give much more reason to hire escorts, which no one does.

Well, this is a long post, hopefully there will be more input from others.... :)

"Mmm, donuts. Is there anything they can't do?"
- Homer Simpson
Dec 14, 2004 Professor Chaos link
Oh, yes, Professor, I think that is a great idea!
Dec 14, 2004 Solra Bizna link
Waaaah... another idea from TInvaders 2 has been semi-stolen... The way it was going to work in TI2:
The Gems had a type of missile called (I think) the Hellfire missile, which didn't do much to ships aside from frying all their electronics. i.e. the people inside the ships were now deaf, blind, dumb, and lame for a minute or so. This left the ship free for the Geminorians to rip apart at leisure... One could also get a ship with a special radiation hardened hull which would drastically reduce the effects.
-:sigma.SB
Dec 14, 2004 Professor Chaos link
Well, I've never played TInvaders, but I guess great minds think alike, eh?
Dec 14, 2004 Solra Bizna link
Thanks to a certain OTHER space MMO, TInvaders 2 got dead-ified, so your not having ever played it is understandable. As for the original TInvaders... if enough people want it I could put it back up for download. (Not to be confused with Terminal Invaders. TInvaders came out FIRST, dangit!)
-:sigma.SB