Recent Posts

Pages: 1 ... 8 9 [10]
91
General Discussion / Re: Recoil or no recoil?
« Last post by Commander Jackson on March 14, 2016, 12:31:56 pm »
[[ short delay ]]
Officer: Captain, good news & bad news. Good news; we have reached station keeping.
Captain: Bad news?
Officer: The station is now moving in several different directions...
Captain: Make a note in the log.  Comms, lodge a complaint against the ship design teams.  Helm, set a course for the nearest station...

<Much later>

Officer: Sir! The enemy ship is about to self destruct!
Captain: Full reverse! Get us out of here!
Officer: Maneuvering thrusters are functioning at 4% sir! We aren't going to get clear!
Captain: Tactical! Coordinate weapon fire with helm!  Try to shoot them as much as possible.
Tactical and Helm: With pleasure sir!
92
General Discussion / Re: Recoil or no recoil?
« Last post by Voltaire on March 14, 2016, 08:33:32 am »

Recoil Propelled Car
Officer: Sir, we need to decelerate faster.
Captain: <Dismissive> Fire a few supraluminal rounds from the main cannon.  That should do the trick.
[[ short delay ]]
Officer: Captain, good news & bad news. Good news; we have reached station keeping.
Captain: Bad news?
Officer: The station is now moving in several different directions...
93
General Discussion / Re: Recoil or no recoil?
« Last post by Hyperion on March 12, 2016, 12:50:20 am »
I think recoil from the big guns would be nice, but there should be an option in the navigational computer to counteract recoil forces for all guns with automatically firing maneuvering thrusters so as to allow the "Noobz" one less notch on the initial learning curve. Of course all bets are off with the advanced players farting depleted plutonium pellets around the galaxy.  :D
94
General Discussion / Re: Recoil or no recoil?
« Last post by MRC on March 11, 2016, 05:53:44 pm »
Thrusters are pretty much just unfocused particle beams anyway. So I see no issue with that. =3
95
General Discussion / Re: Recoil or no recoil?
« Last post by Commander Jackson on March 11, 2016, 05:32:55 pm »
Recoil Propelled Car

Recoil just solved my problem of not having enough space on the front of my ship.  I can remove half of the braking thrusters and use the recoil from the main gun to decelerate!

Officer: Sir, we need to decelerate faster.
Captain: <Dismissive> Fire a few supraluminal rounds from the main cannon.  That should do the trick.

:D
96
General Discussion / Re: Recoil or no recoil?
« Last post by Voltaire on March 11, 2016, 12:35:03 pm »
Remind me never to be your wingman in that ship!

By the way, if they do implement recoil, I am definitely going to make a ship that is propelled by weapon recoil.  For novelty purposes of course.

Note to self: Emergency Combat Thrusters will be replaced with a wall of rail-guns.
97
General Discussion / Re: Recoil or no recoil?
« Last post by Commander Jackson on March 11, 2016, 10:39:11 am »
By the way, if they do implement recoil, I am definitely going to make a ship that is propelled by weapon recoil.  For novelty purposes of course.

Note to self: Emergency Combat Thrusters will be replaced with a wall of rail-guns.
98
Ideas & Suggestions / Re: Shipyard and Ship Building
« Last post by Hyperion on March 10, 2016, 10:10:55 pm »
Been gone for a few days.

My first experience with online gaming was with Star Wars Galaxies which had a fairly large amount of players and I had a huge amount of fun in the game mostly because of the interaction between other players, and not so much from the game itself.

I was initially under the assumption that there would be a ship showcase on the main website that people could download a ship in game if they didn't want to take the time to build one themselves. So, my main thought point was how to reward a player for taking the (potentially significant) time to design a really well made ship and increase community interaction and game immersion a little bit. I had the idea that if someone designed a popular ship then their time they spent in the designer would be compensated by in game credits from other player's downloads, which would let them kick start game.

But, now that I've had a few days to think it over I don't think linking in game credits to this would be a good idea for a game that is widely open to modders (it would just be another thing to break and complain about).

I'm not sorry about the necromancy because I couldn't find a recent topic to post in.

P.S. Aaron, I don't think there is much more discussion to warrant a brand new topic.
99
General Discussion / Re: Recoil or no recoil?
« Last post by MRC on March 10, 2016, 09:45:32 pm »
6) PvE doesn't tend toward mechanic-abusing designs as heavily.

Agreed, but you wouldn't want player just putting the biggest weapon they find on the starting ship and breeze to victory. There's still value here in discouraging, without preventing  ;), the use of overpowered weapon relative to your current class.

But if you think strong recoil is not a viable handicap to Wall-of-guns and Giant-Gun-With-Thruster's, what do you think would be?

Rephrase Edit: Also I wonder, do you agree overall on strong recoil but not as a handicap or oppose it overall? (I can't quite tell.) If not what recoil mechanics would you prefer?
100
General Discussion / Re: Recoil or no recoil?
« Last post by Me2005 on March 10, 2016, 06:14:25 pm »
I think it answer the 'abusive' kind of glass-cannon (AkA capital-size cannon on a single thruster) by throwing them back at ridiculous speed and/or spinning helplessly.


I, for one, never advocated for such a thing so that's fine with me.

I think it'd be harder here than in robocraft for a few reasons:
1) The need for a pilot-area
2) The need for power generation
3) The need for actually arriving at the engagement (vs. Robocraft's battlefield; here you won't just be dropped into a war zone).
4) The need for spotting equipment
5) The need to be an *actually useful* ship the rest of the time to be profitible
And
6) PvE doesn't tend toward mechanic-abusing designs as heavily.

Of course, the list probably goes on.

Even countered by some evasive bomber perhaps?

Maybe. Depends heavily on engagement ranges, the game's placement on the hard---soft scale, turning speed (and limits to turning speed), and ship protection.

And just the way lasers behave as light. Imagine the death star's laser: it's made up of 6-10 little lasers. In reality, those lasers wouldn't combine and turn into one big one, they'd all focus on the same point to do max damage. But that'd imply the capability to focus independently on at least 6-8 smaller targets. Now, in real life, you'd probably switch it: have 1 big laser emitter running spinally deep within the ship, and split that into X little outputs that are dotted all along the hull. Since the outputs are basically just lenses, they can probably pretty easily track and defend the ship all over. Shoot, they could fire and do significant damage to the cap ship you're targeting, but also simultaneously sap off some % of total power to fire at small targets.

IMO, that'd be an awesome and super-unique mechanic for how lasers work. Sure, you could also point the emitters at things, but using splitters and ball turrets to siphon off parts of the main beam on demand would be so cool. Then they'd be very distinct from slugthrowers (rail, gauss, conventional guns: point-shoot like most people would be used to with a large store of ammunition), and missiles/rockets (launch an expendable munition that is a significant mass and basically a ship itself).
Pages: 1 ... 8 9 [10]