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Remove the cap for sludges
http://www.starsonata.com/forum/viewtopic.php?f=3&t=50804
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Author:  Tomzta09 [ Thu Mar 01, 2012 6:10 pm ]
Post subject:  Remove the cap for sludges

These things are completely useless items if there is a cap for them.

Author:  seanla4350 [ Fri Mar 02, 2012 3:03 am ]
Post subject:  Re: Remove the cap for sludges

And they are completely broken if there is no cap for them :wink:

I agree that they need to be revamped tho.

Author:  Tomzta09 [ Fri Mar 02, 2012 11:26 am ]
Post subject:  Re: Remove the cap for sludges

How are they completely broken? Thats what exterminators or ace pest controls are for.

Author:  seanla4350 [ Fri Mar 02, 2012 11:54 am ]
Post subject:  Re: Remove the cap for sludges

You are contradicting yourself, because if there are exterminators in the picture, then that will work as the cap/limit.

Author:  Chaosking3 [ Fri Mar 02, 2012 12:07 pm ]
Post subject:  Re: Remove the cap for sludges

Aye, an overhaul of current parasites and current pest controls is badly needed. We currently have a situation where a parasite is some what useless or am pest control is some what useless with no real middle ground of countering.

Lines of high elec Pest controls combined with low rof yet strong pests that procreate and maybe offer small debuffs might be a cool addition.

Author:  Cygnus [ Fri Mar 02, 2012 2:14 pm ]
Post subject:  Re: Remove the cap for sludges

There should be two types of pest controls; suppression(for lack of a better word), and pulse based.

The suppression one should be like the current ones, except perhaps a bit less elec-intensive; they run constantly whenever a fire or other parasite is present, and doesn't really make them go away, but prevents them from expanding too much naturally.

The Pulse ones should take large amounts of elec regardless of whether there are parasites on board or not, but clean out the parasites very quickly when equipped.

That way, parasites would become FAR more of a tactical thing than otherwise. The trouble with this is that it would become too easy to notice when there are parasites on your ship, and anyone with a pulse based system would remain essentially immune, just like right now. So I think that parasites should not actually show up in your hull at all! It's not like you've got a running inventory on them or something, so I think that they should be invisible and drain shields or whatever in a very unobtrusive way, so you have to actually be active in trying to get rid of whatever has hitched a ride onto your ship.

I think that would make the whole business a lot more interesting than it currently is.

Author:  andezrhode3 [ Fri Mar 02, 2012 2:58 pm ]
Post subject:  Re: Remove the cap for sludges

Cygnus wrote:
There should be two types of pest controls; suppression(for lack of a better word), and pulse based.

The suppression one should be like the current ones, except perhaps a bit less elec-intensive; they run constantly whenever a fire or other parasite is present, and doesn't really make them go away, but prevents them from expanding too much naturally.

The Pulse ones should take large amounts of elec regardless of whether there are parasites on board or not, but clean out the parasites very quickly when equipped.

That way, parasites would become FAR more of a tactical thing than otherwise. The trouble with this is that it would become too easy to notice when there are parasites on your ship, and anyone with a pulse based system would remain essentially immune, just like right now. So I think that parasites should not actually show up in your hull at all! It's not like you've got a running inventory on them or something, so I think that they should be invisible and drain shields or whatever in a very unobtrusive way, so you have to actually be active in trying to get rid of whatever has hitched a ride onto your ship.

I think that would make the whole business a lot more interesting than it currently is.

Interesting idea, but it's too much hate on MC'ers during heavy PvP bud. That would be simply impossible to do effectively.
The pulse idea is amazing in my opinion, absolutely genius.

Author:  Cygnus [ Fri Mar 02, 2012 3:50 pm ]
Post subject:  Re: Remove the cap for sludges

MCing in pvp will get you destroyed anyway if you're playing against reasonable competent players. And if you're paying attention at all, you'll notice the difference. And if not, well isn't that the point of the thing?

Maybe have the invisible tag only added to certain parasites. Fires would obviously be noticeable, but something else like an ice sludge should be invisible. It could actually be really cool; you get hit by one bullet, and you're fighting your enemy and your controls get more and more sluggish, and finally you die, and then you realize "Oh, dammit, he got me with a sludge at the very beginning and I didn't even notice it!".

It turns it into more of a tactical weapon, rather than a DPS weapon.

Author:  Griffin [ Fri Mar 02, 2012 3:54 pm ]
Post subject:  Re: Remove the cap for sludges

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V

Author:  Tomzta09 [ Fri Mar 02, 2012 4:03 pm ]
Post subject:  Re: Remove the cap for sludges

seanla4350 wrote:
You are contradicting yourself, because if there are exterminators in the picture, then that will work as the cap/limit.


Yes but what is the point in having something that is utterly useless. Plus Sludge is fun to play with.

Author:  Max235 [ Fri Mar 02, 2012 4:57 pm ]
Post subject:  Re: Remove the cap for sludges

Cygnus wrote:
MCing in pvp will get you destroyed anyway if you're playing against reasonable competent players.


Jiraque is the exception to the destroyed part.
LC is the exception to the competent part.

Author:  saran [ Fri Mar 02, 2012 10:54 pm ]
Post subject:  Re: Remove the cap for sludges

Max235 wrote:
Cygnus wrote:
MCing in pvp will get you destroyed anyway if you're playing against reasonable competent players.


Jiraque is the exception to the destroyed part.
LC is the exception to the competent part.



Jiggles is just that badass...you cant use him as an example. hes inhuman...ill betcha hes got it running splitscreen. one client on the right and one on the left...and an eye focused on each.. XD

and LC is competent enough. It really doesn't take much to overwhelm someone who is multiclienting unless they are naturally faster than you, better coordinated than you and know more than you.

But I do have to agree the system needs tweaking of some sort... New items and weapons to flesh it out would be nice.

Author:  rand4505 [ Fri Mar 02, 2012 11:47 pm ]
Post subject:  Re: Remove the cap for sludges

I never understood what the problem was with the old system, all you had to do was use exterms and you were fine, yes you had to remember to use them.

Author:  Tomzta09 [ Sun Mar 04, 2012 5:48 am ]
Post subject:  Re: Remove the cap for sludges

rand4505 wrote:
I never understood what the problem was with the old system, all you had to do was use exterms and you were fine, yes you had to remember to use them.


But the people who didn't, your fucked :P

Author:  Xonok2 [ Sun Mar 04, 2012 12:53 pm ]
Post subject:  Re: Remove the cap for sludges

Tomzta09 wrote:
rand4505 wrote:
I never understood what the problem was with the old system, all you had to do was use exterms and you were fine, yes you had to remember to use them.


But the people who didn't, your fucked :P

Which was the point. Can't see why it was removed then, even weak exterminators were useful.

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