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Team: Eminence Front
Main: 1-800-USE_THE_FORCE!
Level: 2907
Class: Berserker

Joined: Sun Aug 28, 2005 6:36 pm
Post Traveling Fields
Traveling sucks, watse of time and fuel. Would be great to traveling fields for every class or W5...


Tue May 15, 2012 10:03 pm
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Joined: Fri May 11, 2012 9:52 am
Post Re: Traveling Fields
What would you guys think of a non class locked non hull locked travel field, of decent size, that upon equipping adds X amount of speed (thinking 70~ but that is pretty much up in the air. It could also be a % but I am against that as it does not help the slow classes much) for the cost of say -200-300% resists and instant overhulling (-90%~ hull).

Total shield bank would not be affected meaning if you are not injured much in your travel you would be good to go at the end but the aura would persist for 1-2 minutes after the unequipping of the field.

The basic idea being you can get where you are going a lot fast and besides a predetermined amount of downtime at the destination, are good to go without having to rely on an ShM. This would also open up anyone traveling under the field's influence to very easy pirating considering how bad your resists would be along with being unable to fire any weapons.

Thoughts?


Tue May 15, 2012 11:59 pm
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Traveling Fields
I can just taste having 4 "shield monkeys" and 4-6 seers traveling in company, only to be pirated by a couple of players, and then the nukes start flying!

24 drones aided by 4+ stealth classes deployed upon poking by enemy !

Fuck yeah !


Wed May 16, 2012 12:11 am
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Joined: Fri May 11, 2012 9:52 am
Post Re: Traveling Fields
The fact that overhulling would not stop drone deployment, fighter deployment and missile launching was brought up. It would stop the recovery of said drones and fighters along with stopping the unpacking of missile crates. My view on this is that if a player wants to deploy destroyable items with -300%~ resists and no ability to recover them for at least 1+ minutes then they can feel free.


Wed May 16, 2012 12:21 am
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Team: Heaven
Main: Paxx
Level: 2918
Class: Berserker

Joined: Mon Mar 14, 2011 4:44 pm
Location: Californication
Post Re: Traveling Fields
I mean sure, I would personally never use it though. Its worthless if your shm has -300% resists for 2minutes after you unequipped it.

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Wed May 16, 2012 12:25 am
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Team: AUSTRALIA
Main: Bastamental
Level: 1836
Class: Seer

Joined: Mon Jan 24, 2011 9:14 pm
Location: Behind you
Post Re: Traveling Fields
Matthias wrote:
What would you guys think of a non class locked non hull locked travel field, of decent size, that upon equipping adds X amount of speed (thinking 70~ but that is pretty much up in the air. It could also be a % but I am against that as it does not help the slow classes much) for the cost of say -200-300% resists and instant overhulling (-90%~ hull).

Total shield bank would not be affected meaning if you are not injured much in your travel you would be good to go at the end but the aura would persist for 1-2 minutes after the unequipping of the field.

The basic idea being you can get where you are going a lot fast and besides a predetermined amount of downtime at the destination, are good to go without having to rely on an ShM. This would also open up anyone traveling under the field's influence to very easy pirating considering how bad your resists would be along with being unable to fire any weapons.

Thoughts?


/signed. New AEM? If so, look at ArgH. Pm me for alot of cool tips and such, I have tons of ideas I can pass onto you.

Also for seer revamping.

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Wed May 16, 2012 1:06 am
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Team: Dark Traders
Main: Kyp
Level: 2610
Class: Engineer

Joined: Mon Oct 25, 2004 8:49 pm
Location: my desk
Post Re: Traveling Fields
Matthias wrote:
What would you guys think of a non class locked non hull locked travel field, of decent size, that upon equipping adds X amount of speed (thinking 70~ but that is pretty much up in the air. It could also be a % but I am against that as it does not help the slow classes much) for the cost of say -200-300% resists and instant overhulling (-90%~ hull).


I could see that being useful.

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Wed May 16, 2012 1:07 am
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Team: None
Main: Blizzara
Level: 2100
Class: Engineer

Joined: Wed Dec 05, 2007 4:25 pm
Location: Oulu, Finland
Post Re: Traveling Fields
I like it.


Wed May 16, 2012 1:11 am
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Team: Eminence Front
Main: DemonBlood
Level: 1761
Class: Shield Monkey

Joined: Tue Jul 01, 2008 1:09 am
Post Re: Traveling Fields
Matthias wrote:
What would you guys think of a non class locked non hull locked travel field, of decent size, that upon equipping adds X amount of speed (thinking 70~ but that is pretty much up in the air. It could also be a % but I am against that as it does not help the slow classes much) for the cost of say -200-300% resists and instant overhulling (-90%~ hull).

Total shield bank would not be affected meaning if you are not injured much in your travel you would be good to go at the end but the aura would persist for 1-2 minutes after the unequipping of the field.

The basic idea being you can get where you are going a lot fast and besides a predetermined amount of downtime at the destination, are good to go without having to rely on an ShM. This would also open up anyone traveling under the field's influence to very easy pirating considering how bad your resists would be along with being unable to fire any weapons.

Thoughts?


/signed

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Wed May 16, 2012 1:22 am
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Team: Strawberry Pancakes
Main: ahileus
Level: 3088
Class: Berserker

Joined: Thu Feb 01, 2007 2:06 am
Post Re: Traveling Fields
Why dont admins add Teleport device? It would be like mobile factory which work on creds or commods, 1 jump, cool down would be like 30 mins or 1 hour.

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Wed May 16, 2012 1:24 am
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Traveling Fields
aeljuga wrote:
Why dont admins add Teleport device? It would be like mobile factory which work on creds or commods, 1 jump, cool down would be like 30 mins or 1 hour.


Currently not possible with current code, JeffL had said. Which means like a whole universe of time worth coding and debugging for one dev.


Wed May 16, 2012 1:26 am
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Team: Eminence Front
Main: Spatzz
Level: 2402
Class: Engineer

Joined: Mon Jul 27, 2009 12:40 am
Post Re: Traveling Fields
This idea sounds pretty awesome, sounds like a bit more of a toggle-able Oly Travel tweak.

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Wed May 16, 2012 4:26 am
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Team: Evo
Main: Savak
Level: 20
Class: None

Joined: Sat Jul 31, 2010 4:58 am
Post Re: Traveling Fields
Traveling fields are boring, give ships travelling mode!

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Wed May 16, 2012 4:27 am
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Team: Dark Traders
Main: enkelin
Level: 3002
Class: Speed Demon

Joined: Wed Aug 01, 2007 12:28 pm
Post Re: Traveling Fields
I am not a fan of the -90% hull workaround. It's inelegant and doesn't stop a droner from dropping 6 Acmes, Titans, or Heph Drones. A Gunner could also launch several salvos of missiles if I'm not mistaken. On top of this, slaves (which I am assuming would have to get similar traveling fields --- they're pointless for slave classes otherwise) can fire when overhulled so that mechanism would completely fail for them.

I'm not yet convinced that this is even a necessary addition. There should simply be more juxtas in the Wild and Earthforce layers. Most things you would want to go to in Perilous are no more than 10 jumps from the hub. That's not to mention that Olympus Entrance, one of the most popular Peri-space destinations for endgame players, has a big fat drone in it that will be happy to poke your -300% resistance ship when it lands there unattended. More juxtas means more places for pirates to hang out; everyone wins.

I just remembered as well that certain ships already have inbuilt aura generators and wouldn't be able to uses these fields. That's bollocks to begin with but yet another good reason why this is a bad idea.

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Wed May 16, 2012 11:08 am
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Team: Eminence Front
Main: Xenodread
Level: 1289
Class: Gunner

Joined: Mon Sep 29, 2008 2:43 pm
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Post Re: Traveling Fields
Bastamental wrote:
Matthias wrote:
What would you guys think of a non class locked non hull locked travel field, of decent size, that upon equipping adds X amount of speed (thinking 70~ but that is pretty much up in the air. It could also be a % but I am against that as it does not help the slow classes much) for the cost of say -200-300% resists and instant overhulling (-90%~ hull).

Total shield bank would not be affected meaning if you are not injured much in your travel you would be good to go at the end but the aura would persist for 1-2 minutes after the unequipping of the field.

The basic idea being you can get where you are going a lot fast and besides a predetermined amount of downtime at the destination, are good to go without having to rely on an ShM. This would also open up anyone traveling under the field's influence to very easy pirating considering how bad your resists would be along with being unable to fire any weapons.

Thoughts?


/signed. New AEM? If so, look at ArgH. Pm me for alot of cool tips and such, I have tons of ideas I can pass onto you.

Also for seer revamping.


New AEM, cool. Look at Gunner! Skill change now!

Would not PM for ideas.

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ASS Device?

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Wed May 16, 2012 4:15 pm
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