Star Sonata
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Tractor Switch
http://www.starsonata.com/forum/viewtopic.php?f=104&t=50343
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Author:  Species 8472 [ Tue Feb 07, 2012 4:03 pm ]
Post subject:  Re: Tractor Switch

Cygnus wrote:
No, right now they cost about 50 credits to repair. With it fixed, I can't imagine they'll cost more than 10k...

I very rarely ignore what people say when replying :roll:


Shield
Energy
Radar
Engine
Scoop
Tractor

All after fixed should total 100m if it's only T20 gear being used. Therefore I highly doubt it would be 10k. If you had 4 tractors equiped then it would be 4x the usual cost or somewhere around abouts.

VatFF wrote:
Species 8472 wrote:

a) It's not genius it was suggested like twice in C1.


And that makes it less genius because?


If it was suggested twice before by other people it is not a new idea, and was not accepted by the devmins. Therefore from their perspective it is not that much of a big deal / necessity. If anything it's LESS required due to the increase in 'clickable' hotkeys at the top. It is not intellectually exceptional or creative due to these points. HENCE NOT GENIUZ.

Author:  Cygnus [ Tue Feb 07, 2012 4:18 pm ]
Post subject:  Re: Tractor Switch

You don't get it, idiot. I use a variety of tractors that are VERY CHEAP for different purposes. If you don't want to use the feature, then just don't use it! But for those of us who need it, it would be a godsend.

Author:  Visorak [ Tue Feb 07, 2012 4:22 pm ]
Post subject:  Re: Tractor Switch

Species 8472 wrote:
If it was suggested twice before by other people it is not a new idea, and was not accepted by the devmins. Therefore from their perspective it is not that much of a big deal / necessity. If anything it's LESS required due to the increase in 'clickable' hotkeys at the top. It is not intellectually exceptional or creative due to these points. HENCE NOT GENIUZ.
Not accepted by the admins? Now you're just being stupid. Exactly when in c1 was any new feature like this ever added? Never. Because the typical response was "C2."

There were dozens of good idea that were never added because "C2." And even when C2 came out, they were no where to be seen.

Author:  Species 8472 [ Tue Feb 07, 2012 4:34 pm ]
Post subject:  Re: Tractor Switch

Cygnus wrote:
You don't get it, idiot. I use a variety of tractors that are VERY CHEAP for different purposes. If you don't want to use the feature, then just don't use it! But for those of us who need it, it would be a godsend.


Then clearly you can't comprehend being as good as any engii who uses tractors that aren't from an ai base :L

As I said I'm not AGAINST this suggestion, I just don't see much urgency / priority / necessity with regards to it.

Author:  Cygnus [ Tue Feb 07, 2012 6:08 pm ]
Post subject:  Re: Tractor Switch

Except I do use good tractors, I just also use other tractors. For different purposes. I don't see why this is so hard to understand XD

Author:  thebattler35 [ Tue Feb 07, 2012 9:32 pm ]
Post subject:  Re: Tractor Switch

Simple solution, make tractors take less credits to repair???

OMG HE TOTALLY FIXED THE PROBLEM!

Author:  Griffin [ Tue Feb 07, 2012 9:39 pm ]
Post subject:  Re: Tractor Switch

Or make it so that the tractor of the highest tech equipped is damaged.

IG, I have a t5 tractor, t14 tractor, and T20 tractor equipped. When I die, only the T20 tractor is damaged.

Author:  Russell [ Tue Feb 07, 2012 9:47 pm ]
Post subject:  Re: Tractor Switch

a great idea.

currently I use hot keys to achieve a similar result but I never seem to have enough hot keys. :)

Author:  Species 8472 [ Wed Feb 08, 2012 10:11 am ]
Post subject:  Re: Tractor Switch

Griffin wrote:
Or make it so that the tractor of the highest tech equipped is damaged.

IG, I have a t5 tractor, t14 tractor, and T20 tractor equipped. When I die, only the T20 tractor is damaged.



/faints :D

Author:  JeffL [ Fri Feb 10, 2012 4:08 pm ]
Post subject:  Re: Tractor Switch

I disagree with this suggestion, since the hotkeys are perfect for this.

Author:  Griffin [ Fri Feb 10, 2012 4:17 pm ]
Post subject:  Re: Tractor Switch

Engineers have tons of things that need to be hotkey'd. Doing this would bring down the number of things that need to be kept track of and clicked, simplifying things.

It's one of those types of suggestions where it can be summed up as: "why the hell not? If people prefer hotkeys, let them use hotkeys. If they prefer cycling, let them use cycling.

Author:  goett [ Fri Feb 10, 2012 8:27 pm ]
Post subject:  Re: Tractor Switch

/signed

Author:  thebattler35 [ Fri Feb 10, 2012 9:44 pm ]
Post subject:  Re: Tractor Switch

JeffL wrote:
I disagree with this suggestion, since the hotkeys are perfect for this.


Make other classes have to hotkey to switch weapons then.

A standard engineer can expect to carry: 2 tractors, 6 different types of drone, multiple drone controllers.

Add to this: PWI, Energy/Shield Tweaks, Ace in a pills. Elec+Resist tractors, tweak factories and unequipped drones.

And the top bar is more than completely filled....

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