Emergence Last Actions.

Post ideas and suggestions on new features or improvements here.
posted on June 18th, 2011, 3:56 pm
Last edited by ewm90 on June 18th, 2011, 4:37 pm, edited 1 time in total.
Was inspired by: //www.fleetops.net/component/option,com_smf/Itemid,3/topic,10362.0/ Tread.

I was thinking what if a ship is geting ready to beach its worp core but could be saved be for it exploded.

What if we had the option for a 1.2sec a or so, was given options before a ship breached, options like eject worp corse that gave you a 50 change of saving the ship with the cost of movement speed dropping by 50% or more, weapon strength drops by half and the ship if attached with out a worp core will not explode just become a derelict.

The ship could get a new worp core at a repare yard.

Or

You could chose to eject escape pods wich will save the remaning crew and redeem a few of the constrictions costs.

You would get to chose one of the 2 options in a small window be for the ship exploded.
posted on June 19th, 2011, 9:18 am
In Fo ships explode because their hull strength has dropped to zero. Even without a warp core that'd still be the fact. Result: when you eject your core and save the ship, the enemy just has to shoot one more time to still destroy the ship.
Since FO doesn't use crew it's also useless to save the crew of a ship(which is an idea I was thinking about).
posted on June 19th, 2011, 11:14 am
Lt. Cmdr. Marian Hope wrote:Since FO doesn't use crew it's also useless to save the crew of a ship(which is an idea I was thinking about).
The idea of Escape Pods and the resulting eventuality to save a part of the crew (to gain a little experience on another ships) is a good way to boost importance of life.
posted on June 19th, 2011, 2:12 pm
Perhaps an ability so that the destruction of certain ships (perhaps battleships only) causes a shockwave that causes damage to surrounding ships?
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