Forums » Suggestions
Bigger ships should have to run further...
Before I start, let me say I chased a teh beh across 4 systems (systems - 2 jumps at each side), they didnt even detour from the course plotted, or repair and if it was not for a lucky storm, they would have made it at around 22%.
I dont want teh beh to be nerfed in anyway. It is a traders best friend, and a true pirate guilds best friend.
But saying this the solo pirate should still have a chance?
Expand on this pirates, im drunk, hehehe...
I dont want teh beh to be nerfed in anyway. It is a traders best friend, and a true pirate guilds best friend.
But saying this the solo pirate should still have a chance?
Expand on this pirates, im drunk, hehehe...
a single pirate can't take the cargo from a behemoth either, team up! think teamwork! teamwork is good!
Yeah, solo pirates should maybe look for smaller targets.
Once groups start hunting bettymoths I'll bet we don't see them flying solo too often either. You might find pilots who can't find or afford escorts still chooseing the smaller more defendable traders. I guess we'll see.
Once groups start hunting bettymoths I'll bet we don't see them flying solo too often either. You might find pilots who can't find or afford escorts still chooseing the smaller more defendable traders. I guess we'll see.
I think that "Big Bertha" is perfect the way it is. The chance of a lone pirate taking on a higher ship class should be incredibly hard if at all possible.
/givemoney Devs 2c
/givemoney Devs 2c
a smaller ship could take it on, but it'd have to be a ship with just the right stats and weapons for the job (ie you configured it for the purpose).
So probably would need infiniboost (or near), highish top speed (220ish + would be best) and decently powerful weapons.
So im thinking a hog II
infiniboost, 220 max speed
give it a gauss mk II and either a plasdev II or a queengun - or better, jackhammers, to throw the moth off its course so you can take it down while it corrects its flightpath.
That'd take down a moth solo. Watch out for the mines though! (and swarms)
It wouldn't be that useful for other stuff (would be okay...just not great) as it'd be a tad heavy, but it'd take down a moth okay.
So probably would need infiniboost (or near), highish top speed (220ish + would be best) and decently powerful weapons.
So im thinking a hog II
infiniboost, 220 max speed
give it a gauss mk II and either a plasdev II or a queengun - or better, jackhammers, to throw the moth off its course so you can take it down while it corrects its flightpath.
That'd take down a moth solo. Watch out for the mines though! (and swarms)
It wouldn't be that useful for other stuff (would be okay...just not great) as it'd be a tad heavy, but it'd take down a moth okay.
Geez, I was drunk, I dont even remember posting this, hehehe
Yeah I really like the moth actually, its something that forces you to work together. If I want to work alone I can always pirate centaurs, mauds, or Corvus Vulturiouses
In thinking about what I said here while drunk, but sober and with no recollection I think I know what i was trying to say, hehehe. the behemoth, being a bigger ship should maybe have to be slightly further away from large objects to warp, 4000m?
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My reasoning for this being a point is just the 3000m limit seems very small for a teh beh, its a freaking roid!!!11!oneone...
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My reasoning for this being a point is just the 3000m limit seems very small for a teh beh, its a freaking roid!!!11!oneone...
I thought of this too recently. Having jump distance dynamically based upon your ship's mass could be interesting.
Loaded trader needs to exit a sector post haste? Dump some cargo/weapons until you are below the jump threshold.
OTOH, this would give a big bonus to lightweight craft, which would have to be balanced somehow.
Loaded trader needs to exit a sector post haste? Dump some cargo/weapons until you are below the jump threshold.
OTOH, this would give a big bonus to lightweight craft, which would have to be balanced somehow.
yeah they should just calculate F=Gm1m2/r^2 and when that F dips below a certain number, then u can jump.
no more 3000m stuff.
of course then maybe 2 behemoths could act like a 'no jump' sphere, and then they could follow the CTC transport, and prevent it from jumping... wooot!
no more 3000m stuff.
of course then maybe 2 behemoths could act like a 'no jump' sphere, and then they could follow the CTC transport, and prevent it from jumping... wooot!
I really, really hope you're joking.
im not making a joke,
im only pontificating on the consequences.
it would definitely make the game more logically consistent, now
that ships are gonna be the size of asteroids, as pointed out.
maybe various engines/chassis could have different F numbers that
they need to go below before they can jump. i dont know.
im only pontificating on the consequences.
it would definitely make the game more logically consistent, now
that ships are gonna be the size of asteroids, as pointed out.
maybe various engines/chassis could have different F numbers that
they need to go below before they can jump. i dont know.
Well the balancing factor is how long it takes ot get to 3000M... It doesnt have the high speeds to get there that fast so it generally takes longer to be able to warp away.
The Cap ship will be large but that means it will technically need to move for a longer time sicne the back of the ship will be closer to the object you are heading away from.
The Cap ship will be large but that means it will technically need to move for a longer time sicne the back of the ship will be closer to the object you are heading away from.
Hmm.... is the 3000m measured from the closest point of your ship, or from the ships center? Closest point would be better, but would require more computation.
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Nevermind, it's from the closest point, as can be seen when you're at a complete stop close to a 'roid & rotate your ship.
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Nevermind, it's from the closest point, as can be seen when you're at a complete stop close to a 'roid & rotate your ship.
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