26341 Posts in 4440 Topics - by 9776 Members - Latest Member: thephoenix5

Author Topic: Beta Branch Patch 0.16.0 Patchnotes - Combat Update I  (Read 7248 times)

Shrooblord

  • Sr. Member
  • ****
  • Posts: 470
    • View Profile
Re: Beta Branch Patch 0.16.0 Patchnotes - Combat Update I
« Reply #60 on: February 26, 2018, 09:23:19 PM »
Pff haha I think it would be hilarious if you could use a ridiculous amount of Force Turrets to slow down and reverse a torpedo back into the one who fired it. That addition I would welcome with open arms. Let the trolling commence! ;D
Shrooblord

Ravien

  • Full Member
  • ***
  • Posts: 207
    • View Profile
Re: Beta Branch Patch 0.16.0 Patchnotes - Combat Update I
« Reply #61 on: February 27, 2018, 12:39:51 AM »
Hahahahah oh my god that would be hilarious!

And evil if the AI could do the same to you.

theguru

  • Newbie
  • *
  • Posts: 1
    • View Profile
Re: Beta Branch Patch 0.16.0 Patchnotes - Combat Update I
« Reply #62 on: February 27, 2018, 02:43:30 PM »
I was thinking about an alternative that could work without the use of the new Prosecutors.  Something to consider for a future patch at least.
Instead of using Prosecutors that magically appear over and over until you retreat, how about a more "realistic" approach.  You go too far (red icon areas) then every alliance and ship in those areas will be fully red to you with NO way to improve relations. Why not?  Because you're too weak to impress them or be useful. 
This would prevent you from trading, purchasing any type of equipment/turrets, and you would be attacked by anything close enough.  All of this would accomplish the same things as the Prosecutors, but without requiring ships to insta-spawn on top of you until you are destroyed.  This would also get around the current issues of "hey, I want to change out my turrets" and **BAM**  Prosecutors attack because your omicron dropped.

Nachtu

  • Newbie
  • *
  • Posts: 32
    • View Profile
Re: Beta Branch Patch 0.16.0 Patchnotes - Combat Update I
« Reply #63 on: February 27, 2018, 06:15:52 PM »
You go too far (red icon areas) then every alliance and ship in those areas will be fully red to you with NO way to improve relations. Why not?  Because you're too weak to impress them or be useful. 
This would prevent you from trading, purchasing any type of equipment/turrets, and you would be attacked by anything close enough.

A very nice idea!

I'm not sure about the outright (red) hostility though. I would think the reasonable way for them to react would be for the factions to ignore you and refuse all trade (with maybe trade goods allowed still? shouldn't do any harm i quess). Why waste a torpedo if one sees a ship as insignificant, and not worthy of attention?  ;D Perhaps they could also be more "quick to anger" than usual. Allowing trade goods would allow for playing a trader-type without really getting the "full benefit" of the inner sectors.

The player would thus also be hard pressed to acquire mining turrets (other than "next tier capable turrets") and that would also restrict mining in too-close-to-core sectors.

Also these torpedo gang fellas could still be preying on the player in sectors with little or no faction presence in the manner they are now doing. If they're pirates of some sort they would surely take every opportunity they can get to get some loot.

I believe something of the sort would be a meaningful way to progress, especially if the diplomacy and faction side of the game receives a major update of it's own.

Sir Charles

  • Newbie
  • *
  • Posts: 36
    • View Profile
Re: Beta Branch Patch 0.16.0 Patchnotes - Combat Update I
« Reply #64 on: March 01, 2018, 04:16:27 PM »
I do actually like the concept of persecutors that watch out for weak ones to destroy them for fun... Especially since that is exactly what some players on the servers do.

With that being said, there definitely needs to be a solution for them spawning all over the place and killing your miners or even your cruiser while changing weapons or just by being inside.
At least they should spawn lese often.
Gruß Karl

Wanderer

  • Full Member
  • ***
  • Posts: 109
    • View Profile
Re: Beta Branch Patch 0.16.0 Patchnotes - Combat Update I
« Reply #65 on: March 01, 2018, 05:49:49 PM »
Maybe just a timer wich you can click on and says: after x minutes persecutors will spawn and that a red icon makes the timer go faster? Or just a timer you cant see so you cant insta jump away?
You can learn without knowing, but never know without learning

CaptPatrick01

  • Newbie
  • *
  • Posts: 17
    • View Profile
Re: Beta Branch Patch 0.16.0 Patchnotes - Combat Update I
« Reply #66 on: March 19, 2018, 08:45:56 PM »
I've been thinking. What if, like how one's ship can produce fighters using Assembly blocks, that the features of the Assembly blocks could be expanded to also include producing your own torpedos for the ship on the fly as well, so long as one has the necessary components that is.

Wanderer

  • Full Member
  • ***
  • Posts: 109
    • View Profile
Re: Beta Branch Patch 0.16.0 Patchnotes - Combat Update I
« Reply #67 on: March 19, 2018, 10:56:30 PM »
It has been mentioned before and indeed is an option quite some people reacted possitive on (i would like them to), though never used torps because of my computer crashing (thanks koonschi for fixing :-)) but i would like it if they dont need materials, but proper goods to build them. Like warheads, fuel, turbines etc. So economie gets a boost as well
You can learn without knowing, but never know without learning