Scout selection mask
Post ideas and suggestions on new features or improvements here.
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posted on March 11th, 2011, 4:41 am
GREEN ALERT! AAAAAAAAaaaaaaaaahhhhhhhhhhhh............... 

posted on March 11th, 2011, 10:02 am
TChapman500 wrote:Give the scouts phasers and have them use subspace fields. That way, the extra firepower will be worth it. Plus, subspace fields are not blocked by shields.
extra firepower? no thanks, they are good scouts, they should stay kinda weak.
elaborate on subspace fields, is that a weapon of some sort.
TChapman500 wrote:Actually, scouts should be in a different selection group. I've run into a problem of the scout going into battle. It's the first ship that gets destroyed in large fleet battles. Or captured, or both.
i took the liberty of editing the quote to bold the important bit im about to refer to, no insult intended.
how can it both be destroyed and captured?
posted on March 11th, 2011, 12:23 pm
Myles wrote:extra firepower? no thanks, they are good scouts, they should stay kinda weak.
elaborate on subspace fields, is that a weapon of some sort.
I was joking about making the scouts more powerful. However, the subspace fields could accompany the phaser beam. It would be like giving the phaser a shield. Sort of like what the Borg used at Wolf-359 to prevent their vessel from being damaged.
Myles wrote:i took the liberty of editing the quote to bold the important bit im about to refer to, no insult intended.
how can it both be destroyed and captured?
Player 1 captures the scout from Player 2, and then Player 2 fires upon the scout and destroys it.
posted on March 11th, 2011, 5:44 pm
TChapman500 wrote:Player 1 captures the scout from Player 2, and then Player 2 fires upon the scout and destroys it.
i see now


posted on March 11th, 2011, 6:22 pm
Myles wrote:i see nowwhats even more annoying is when you capture something, but your torps are already on their way, you take control of the ship, which promptly loses half its subsystems and the torps blow it to bits
There actually is about a 1 second time period where the ship is invulnerable to prevent exactly that from happening

posted on March 11th, 2011, 6:24 pm
Dominus_Noctis wrote:There actually is about a 1 second time period where the ship is invulnerable to prevent exactly that from happening. So if torps are on their way, the ship should survive that first volley. I believe it was implemented in 3.1.2 or so.
really? i still find that my ships blow away stuff i wanted to keep lol.
posted on March 11th, 2011, 6:30 pm
Interesting - it is rather short, so that's still quite probable. There's a fine line between balancing it for you and your opponent
(aka, maybe your opponent does want to blast it away)

posted on March 11th, 2011, 6:32 pm
lol yeah, in general i am happy with capturing. as a scout is naturally easy to blow up. when a ship goes derelict it seems to take a lot of subsystem damage, maybe if that was toned down a little.
posted on March 11th, 2011, 6:38 pm
Well, that's a relict of any damage sustained to the original ship. I.E. a ship with no subsystem damage will not have any subsystems disabled upon capture, whereas one with damage to subsystems will have the subsystems destroyed by exactly that amount. I like to think of it as that the engineers of the ship were keeping the ship running, and now it's your job to fix 'er up
Quite balanced as well, otherwise capturing ships would be quite more game changing in many situations.

posted on March 11th, 2011, 6:57 pm
true, i definitely dont want the ships to be in perfect working order, the crew probably tried to break it before they got killed, but i think the damage should be smaller. as currently you can capture something, and it has loads of trashed subsystems and be utterly useless. basically instead of killing their ship, you let them kill it for experience lol. i suggest moving the two extremes closer together, a ship with no subsystem damage should get some on capture, as the crew probably sabotaged it, and a ship with subsystem damage will get more, but not as much as now.
posted on March 11th, 2011, 7:06 pm
I think what's happening to you, Myles is that the weapons on their way once you start beaming do continue and impact. Once the ship is actually TAKEN by another player there's a period of invulnerability, but the weapons firing as you start beaming will continue until they impact.
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