Forums » Suggestions
buff repairgun
make the bullets faster & longer range and do 10% more repair.
also add small repairguns that are 1/4th as effective as L repair gun and carry 10 ammo.
also add small repairguns that are 1/4th as effective as L repair gun and carry 10 ammo.
Two Words: "Repair Missile"
(and Repair Mine too!)
(and Repair Mine too!)
Hey! just had another brainstorm!
Remember that old bug that let you "mine" ships? What if the repair gun worked just like a mining beam, in that you had to be <100m of your target, but a hit was guaranteed? The graphic could be the same ( minus the little chunks of rock) and it could gradually repair your target's hull provided you stayed within 100m.
I guess the repair beam would have to use energy over time rather than ammo.
Remember that old bug that let you "mine" ships? What if the repair gun worked just like a mining beam, in that you had to be <100m of your target, but a hit was guaranteed? The graphic could be the same ( minus the little chunks of rock) and it could gradually repair your target's hull provided you stayed within 100m.
I guess the repair beam would have to use energy over time rather than ammo.
phaserlight that would be cool!
Heh, the visual doesn't even need to be "minus the little chunks of rock," just have them go the other direction.
And, it should still use ammo (the repairs are done by nanites, right?), but give it a large ammo capacity & have it drain ammo over time. Maybe also energy.
And, it should still use ammo (the repairs are done by nanites, right?), but give it a large ammo capacity & have it drain ammo over time. Maybe also energy.
YES PLEASE!!!
I actually might like to see that one replace the one we have now.
No. On second thought just a nice addition would be nice.
Gets my vote!
/vote "beam repair gun"
No. On second thought just a nice addition would be nice.
Gets my vote!
/vote "beam repair gun"
I'm with phaserlight on this one.
Before I add my 2c, can somone tell me why these things have limited ammo yet still drain from the battery?
I am on board with the repair beam idea though over the current implementation.
I am on board with the repair beam idea though over the current implementation.
I agree with everyone in the thread.
The current repair gun needs a bit of a boost
Repair missiles and mines would be cool (mines would be tricky to balance, though)
Repair beams as an additional type would also be cool.
Maybe even add a Medic skill tree. :)
The current repair gun needs a bit of a boost
Repair missiles and mines would be cool (mines would be tricky to balance, though)
Repair beams as an additional type would also be cool.
Maybe even add a Medic skill tree. :)
repair mines could work like lightning mines except they give points instead of taking them away, up to it's hold of nanites.
Gosh, and I thought I had a short attention span...
Copied from page 2:
http://vendetta-online.com/x/msgboard/3/9559
...and from page 5 (mine):
http://www.vendetta-online.com/x/msgboard/3/9100
Copied from page 2:
http://vendetta-online.com/x/msgboard/3/9559
...and from page 5 (mine):
http://www.vendetta-online.com/x/msgboard/3/9100
re: ammo for repairgun...
maybe have a beam variant that JUST drains energy, works from a max. range of 50m, but locks your ship in place and cannot be shut off until your entire battery is drained... ("Bleeding Heart Beam"?) i.e. devote your entire attention to repairing another ship, at the possible cost of your own survival..?
(PS.. the general repair BEAM, rather than GUN idea has been earmarked for personal approval)
maybe have a beam variant that JUST drains energy, works from a max. range of 50m, but locks your ship in place and cannot be shut off until your entire battery is drained... ("Bleeding Heart Beam"?) i.e. devote your entire attention to repairing another ship, at the possible cost of your own survival..?
(PS.. the general repair BEAM, rather than GUN idea has been earmarked for personal approval)
bleeding heart gun lol
ctishman, I simply do not post dive nor would I referrance anything of yours. =) attention span or not. =P
...relevant or otherwise.
=P
=P
yes