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Arkainon
Team:
Main: Cpt Lunarion
Level: 1801 Class:
Engineer
Joined: Wed Dec 15, 2010 9:48 pm
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Re: Traveling Fields
I'm kinda against the idea, the current capship travelfields are a laughing joke, we're talking in my resist beefed warship its FASTER to travel without a field (going around 60 speed) than to travel with one because of the amount of times you die, just travelling through peri with -150% resists even though I have over 150k shield still, I die faster than a man holding a banana in a standoff. And don't even get me started on what its like trying to use my massif 3 with the travel field.... There needs to be a better way to stop people from using travel fields than making them so squishy zebucart can 1v1 them. Just the idea of -300% resists. I'd put on my pirate cap and just go kill some people because it'd be more than easy. I'd suggest having the -hull bonus is a good idea with a 1min cooldown. It'd stop people leveling in them but not make that person useless everywhere else. In short very very / notsigned
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Jeff_L wrote: Julian came in drunk and shot the server hamster. We need to get a new one so expect a 1-2 week wait.
The Voomy One wrote: Quote: the players are not just bitching about nothing yes they are.
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Wed May 16, 2012 4:54 pm |
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Bastamental
Member
Team:
Main: Bastamental
Level: 1836 Class:
Seer
Joined: Mon Jan 24, 2011 9:14 pm Location: Behind you
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Re: Traveling Fields
anilv wrote: 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. Add -100% drone ops?
_________________ "Just wait till' I get my hermes..."
Jiraque wrote: It's a seer thing.
Paxx wrote: Use that yellow thingy on that zerk!
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Wed May 16, 2012 5:09 pm |
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Predator1356
Team:
Main: Predator Lord
Level: 1814 Class:
Berserker
Joined: Wed May 19, 2010 4:41 pm
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Re: Traveling Fields
make the travel fields disconnect weapons and make missiles/drones/fighters undeployable so its for travel purposes only???
_________________
kanescreed wrote: Fires make it go ka-booooush instead of sawooush
VaporiZe!
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Wed May 16, 2012 5:11 pm |
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Max235
Team:
Main: Max235
Level: 1821 Class:
Seer
Joined: Sat Jan 21, 2006 11:16 am
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Re: Traveling Fields
Bastamental wrote: anilv wrote: 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. Add -100% drone ops? And +1000 vis, unaffected by anything Basta can use.
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Wed May 16, 2012 5:20 pm |
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Predator1356
Team:
Main: Predator Lord
Level: 1814 Class:
Berserker
Joined: Wed May 19, 2010 4:41 pm
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Re: Traveling Fields
Max235 wrote: Bastamental wrote: anilv wrote: 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. Add -100% drone ops? And +1000 vis, unaffected by anything Basta can use. and that
_________________
kanescreed wrote: Fires make it go ka-booooush instead of sawooush
VaporiZe!
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Wed May 16, 2012 5:25 pm |
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Matthias
Content Dev
Joined: Fri May 11, 2012 9:52 am
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Re: Traveling Fields
Predator1356 wrote: make the travel fields disconnect weapons and make missiles/drones/fighters undeployable so its for travel purposes only??? The weapon disconnect would happen with the overhulling. It is not currently possible to prevent drone/fighter deployment (might be in the future) but again, since you are overhulled you would not be able to recover them and have -300%~ resists. I like the -drone ops idea.
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Wed May 16, 2012 5:26 pm |
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Bastamental
Member
Team:
Main: Bastamental
Level: 1836 Class:
Seer
Joined: Mon Jan 24, 2011 9:14 pm Location: Behind you
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Re: Traveling Fields
Dont add vis, or else it would be worthless to us stealthy folks.
_________________ "Just wait till' I get my hermes..."
Jiraque wrote: It's a seer thing.
Paxx wrote: Use that yellow thingy on that zerk!
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Wed May 16, 2012 6:05 pm |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: Traveling Fields
Bastamental wrote: Dont add vis, or else it would be worthless to us stealthy folks. actually this is perfect, it should be like 300 size, and add +10000 vis.
_________________ Preter is KOS!
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Wed May 16, 2012 6:09 pm |
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Bastamental
Member
Team:
Main: Bastamental
Level: 1836 Class:
Seer
Joined: Mon Jan 24, 2011 9:14 pm Location: Behind you
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Re: Traveling Fields
For heavy fighters....
Not the light fighter version.
_________________ "Just wait till' I get my hermes..."
Jiraque wrote: It's a seer thing.
Paxx wrote: Use that yellow thingy on that zerk!
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Wed May 16, 2012 6:14 pm |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: Traveling Fields
Matthias wrote: What would you guys think of a non class locked non hull locked travel field, of decent size you were saying?
_________________ Preter is KOS!
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Wed May 16, 2012 6:23 pm |
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Bastamental
Member
Team:
Main: Bastamental
Level: 1836 Class:
Seer
Joined: Mon Jan 24, 2011 9:14 pm Location: Behind you
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Re: Traveling Fields
300 size is decent..
YOU SIR ARE MAD
Edit: It says nothing about vis your wanker.
_________________ "Just wait till' I get my hermes..."
Jiraque wrote: It's a seer thing.
Paxx wrote: Use that yellow thingy on that zerk!
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Wed May 16, 2012 6:31 pm |
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Arkainon
Team:
Main: Cpt Lunarion
Level: 1801 Class:
Engineer
Joined: Wed Dec 15, 2010 9:48 pm
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Re: Traveling Fields
I'm still of the opinion that anything that gives -100% resists or more is a complete waste of time and implementing an idea like a -300% resist field that also cuts basically every offensive/defensive ability is getting to the point of idiodicy. /endrant
_________________
Jeff_L wrote: Julian came in drunk and shot the server hamster. We need to get a new one so expect a 1-2 week wait.
The Voomy One wrote: Quote: the players are not just bitching about nothing yes they are.
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Wed May 16, 2012 7:14 pm |
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treygrey1
Team:
Main: Xenodread
Level: 1289 Class:
Gunner
Joined: Mon Sep 29, 2008 2:43 pm Location: In a van, down by the river.
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Re: Traveling Fields
I think the added vis is an excellent idea. It should be just for getting from one place to the other but while being squishy.
You should not be able to go around the squishiness with stealth. That would make it way OP and used for recon instead of travel.
_________________
Visorak wrote: We aren't paid to innovate. We aren't paid to do things the easy way. We aren't paid to do things the smart way.
We are SS. We do things Jeff's way.
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Wed May 16, 2012 8:14 pm |
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Bastamental
Member
Team:
Main: Bastamental
Level: 1836 Class:
Seer
Joined: Mon Jan 24, 2011 9:14 pm Location: Behind you
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Re: Traveling Fields
My seer will get torn to shreds within a few jumps of peril, along with stealthy snipers.
_________________ "Just wait till' I get my hermes..."
Jiraque wrote: It's a seer thing.
Paxx wrote: Use that yellow thingy on that zerk!
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Wed May 16, 2012 8:16 pm |
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Max235
Team:
Main: Max235
Level: 1821 Class:
Seer
Joined: Sat Jan 21, 2006 11:16 am
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Re: Traveling Fields
Bastamental wrote: My seer will get torn to shreds within a few jumps of peril, along with stealthy snipers. Then don't use the travel field. Problem solved.
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Wed May 16, 2012 9:21 pm |
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