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[TCEagles]crashbx
Fleet Captain
   
Playtime: 2237h
Webmissions: 1
Beiträge: 952
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Titel:
Verfasst am: 11.01.09 02:39
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Lasse Blutströmen hat folgendes geschrieben: | Syd hat folgendes geschrieben: | and what about: only cargofree ships can jump with the BShip? |
... or are only allowed to take fuel for the BS with them. Then the clan has to decide if they take fighters along for better protection but slower resupply of the BS, or more freighters, which reverse the circumstances, but are vulnerable themselves. |
yes that would work cool Btw would battlegroup had to make formation to jump with battleship ? Cause i think that could be possible if there would be temporary created jump hole or i dunno how excatly it could work. |
_________________ Western Alliance - 301st TCEagles Squadron
Zuletzt bearbeitet von [TCEagles]crashbx am 11.01.09 02:41, insgesamt einmal bearbeitet |
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Ko[M]aR
Pilot Officer
 
Playtime: 1024h
Webmissions: 2
Beiträge: 471
Wohnort: on your six
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Titel:
Verfasst am: 11.01.09 02:40
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now it looks more like strategy |
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Western Alliance - 317th SCYTHERS Squadron |
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Syd
Rear Admiral
   
   
Playtime: 1734h
Webmissions: 407
Beiträge: 4990
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Titel:
Verfasst am: 11.01.09 02:46
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maybe this is not the best for the Clan universe, but whats about the Acard Action?
A strategy mode will be cool there^^ |
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[TCEagles]crashbx
Fleet Captain
   
Playtime: 2237h
Webmissions: 1
Beiträge: 952
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Titel:
Verfasst am: 11.01.09 02:49
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Why it wouldnt be good for clan universe ? Point is to make battleships more like carriers which can jump between systems and also add some strategy.
btw what is arcade action ? |
_________________ Western Alliance - 301st TCEagles Squadron
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Rhino
Sector Admiral
   
   
Playtime: 5021h
Webmissions: 69
Beiträge: 8525
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Titel:
Verfasst am: 11.01.09 02:51
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[TCEagles]crashbx
Fleet Captain
   
Playtime: 2237h
Webmissions: 1
Beiträge: 952
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Titel:
Verfasst am: 11.01.09 02:57
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Maybe it would be also cool, but this option would be better for current clan system |
_________________ Western Alliance - 301st TCEagles Squadron
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Lasse Blutströmen
 
Webmissions: 2
Beiträge: 2627
Wohnort: vorm Puter
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Titel:
Verfasst am: 11.01.09 12:20
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I'm not in a clan, but if I were, that's definitely something I would love to have.
To determine which ships jump along with the BS, FLHook could check the distance of other ships to the BS, and make only those 5 vessels jump along with the battleship that are closest to it.
Grouping is not a great idea IMHO, because that would split up already grouped players and / or force grouping in situation where time is of the essence. Imagine a BS is about to be destroyed and one of the fighters rejoins the fight after a disconnect. Without grouping you just yell at him like "get your ass over here!", then jump to safety as soon as he's close enough. With grouping you would also have to invite him to your group, and in the heat of the battle he would also need to accept the invitation. Time that could mean the difference between life and death is used for group management.
One possible problem thou: how is spawning of players handled by the game / FLHook, when the BS jumps to another system and leaves one or more players behind? Those players shouldn't be able to respawn near their BS in the new system when they die, but rather on the base that is closest to the point of their death. They then have to get home on their own, or signal the BS to come pick them up in a new location. |
_________________ My game is CLEAN.
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AdmiralThrawn
Fleet Captain
   
 
Playtime: 1647h
Webmissions: 39
Beiträge: 2307
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Titel:
Verfasst am: 11.01.09 14:39
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I don't like the idea, would make battleships too strong. |
_________________ Grand Admiral of the ]Imperium[
Peace is a lie. There is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory my chains are broken.
The Force shall free me. |
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Tedi
Vice Admiral
   
 
Playtime: 6687h
Webmissions: 634
Beiträge: 910
Wohnort: Planet New Tokyo / Scotland
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Titel:
Verfasst am: 11.01.09 14:51
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cool idea i think it would have to be paid for out of clan base supply as this takes work to replace, 200 H-fuel per system say |
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Not all Tedi`s are cute and cudly!!! click here |
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Husteln
Pilot Officer
  
Playtime: 1173h
Webmissions: 9
Beiträge: 197
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Titel:
Verfasst am: 11.01.09 15:18
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Heh i'd better waste some time then waste these Hfuel units to jump into other system...
@Thrawn: currently battleship can be very easily defeated only by 1 fighter (even if it has 1 repairer) because of stupiding flaks which shoot forward but not to position showed by cursor (checked, happens sometimes). Well flaks arent main weps here but situation for bs is bad for now. |
Zuletzt bearbeitet von Husteln am 11.01.09 15:19, insgesamt einmal bearbeitet |
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Squig
Petty Officer
  
Playtime: 236h
Beiträge: 277
Wohnort: the Netherlands
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Titel:
Verfasst am: 11.01.09 15:19
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Love the idea. Would be nice to see such thing ingame. Any ideas on charging time? Not talking about resources here, just the time it takes between giving the command and the execution of such command. |
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Percy1979
Lieutenant
   
Playtime: 484h
Webmissions: 39
Beiträge: 858
Wohnort: Germany
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Titel:
Verfasst am: 11.01.09 15:45
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And with Wasps this Command could be interrupted like Cloaking Device.
I love this Idea! Very great! And if it is possible by FLhook, begin with work asap pls! |
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Lasse Blutströmen
 
Webmissions: 2
Beiträge: 2627
Wohnort: vorm Puter
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Titel:
Verfasst am: 11.01.09 16:02
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I'd say 20 seconds with the ability to abort the jump sequence. Each passed second of the charge sequence would translate into a certain amount of fuel "lost". 1st second uses 50% of the initial fuel, 2nd second uses 25% of the initial fuel, 3rd uses 12,5%... and so forth until the last second, which takes the remaining fuel. This is to punish error in judgment, e.g. if the BS commander thinks his ship is about to be destroyed, he initiates the jump sequence, but then events turn out in favor for the battleship and the jump sequence is aborted. It also prevents keeping the jumpdrive hot / timer low by constantly charging and aborting.
Some more BS tactics would present themselves if it would be possible to make two jumps per full load of fuel. Clan A jumps to clan B, using up 50% of their fuel. Then clan B manages to severely damage clan A's battleship, so it has to retreat, using their remaining 50% of the fuel. Clan B decides to jump after clan A's battleship (if location is confirmed by a cloaked Valkyrie, e.g. that clan's base), jumps after them, manages to destroy clan A's BS, then jumps back home. To prevent their BS from being destroyed, clan A has to work a bit on their battle strategy prior to an attack utilizing the jump capability.
:Edit
If it were made possible for enemy forces to disrupt the jump sequence, charge time should be reduced to maybe 10 seconds. The BS defenders then need to clear the area and the BS must be far enough from the spawning point of the enemy forces to grant successful charging of the jumpdrive, before the opponent has the chance to disrupt it again. This would also force the BS' attackers to constantly attack it. Destroying an opponents BS should be an accomplishment and not a matter of waiting to near the end of the charge sequence before they throw another disruptor at it. |
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Squig
Petty Officer
  
Playtime: 236h
Beiträge: 277
Wohnort: the Netherlands
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Titel:
Verfasst am: 11.01.09 16:28
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Would also be nice to have an uncertainty in the destination of the jump, i.e. being 'off target' by some distance, thus making it very unattractive to jump nearby dangerous objects.
There are loads of things one can think of with this feature-idea. Am just wondering if such thing is even possible here on HC. |
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FalCoN[SVK]
Chief Petty Officer
   
Playtime: 824h
Webmissions: 134
Beiträge: 854
Wohnort: Fearsome secret
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Titel:
Verfasst am: 11.01.09 16:32
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no offense guys, but I see the future of this server. In couple of months we're gonna have warp engines on battleships that enhance cap. ship's speed of tradelane speed. |
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Dracco hat folgendes geschrieben: | when i get back im gonna stay 48 hours online. per day! | |
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[TCEagles]crashbx
Fleet Captain
   
Playtime: 2237h
Webmissions: 1
Beiträge: 952
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Titel:
Verfasst am: 11.01.09 16:34
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Lasse Blutströmen hat folgendes geschrieben: | I'd say 20 seconds with the ability to abort the jump sequence. Each passed second of the charge sequence would translate into a certain amount of fuel "lost". 1st second uses 50% of the initial fuel, 2nd second uses 25% of the initial fuel, 3rd uses 12,5%... and so forth until the last second, which takes the remaining fuel. This is to punish error in judgment, e.g. if the BS commander thinks his ship is about to be destroyed, he initiates the jump sequence, but then events turn out in favor for the battleship and the jump sequence is aborted. It also prevents keeping the jumpdrive hot / timer low by constantly charging and aborting.
Some more BS tactics would present themselves if it would be possible to make two jumps per full load of fuel. Clan A jumps to clan B, using up 50% of their fuel. Then clan B manages to severely damage clan A's battleship, so it has to retreat, using their remaining 50% of the fuel. Clan B decides to jump after clan A's battleship (if location is confirmed by a cloaked Valkyrie, e.g. that clan's base), jumps after them, manages to destroy clan A's BS, then jumps back home. To prevent their BS from being destroyed, clan A has to work a bit on their battle strategy prior to an attack utilizing the jump capability.
:Edit
If it were made possible for enemy forces to disrupt the jump sequence, charge time should be reduced to maybe 10 seconds. The BS defenders then need to clear the area and the BS must be far enough from the spawning point of the enemy forces to grant successful charging of the jumpdrive, before the opponent has the chance to disrupt it again. This would also force the BS' attackers to constantly attack it. Destroying an opponents BS should be an accomplishment and not a matter of waiting to near the end of the charge sequence before they throw another disruptor at it. |
perhaps also if attackers distrupt jumping sequence somehow jump drive gets error and throw battleship and its battlegroup nearby in random location 100k away or diretly in sun xD just an idea lol |
_________________ Western Alliance - 301st TCEagles Squadron
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[TCEagles]crashbx
Fleet Captain
   
Playtime: 2237h
Webmissions: 1
Beiträge: 952
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Titel:
Verfasst am: 11.01.09 16:36
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FalCoN[SVK] hat folgendes geschrieben: | no offense guys, but I see the future of this server. In couple of months we're gonna have warp engines on battleships that enhance cap. ship's speed of tradelane speed. |
what would be point of that if u got hyperdrive engine to jump, capital ships are meant to be slow, but with ability to open hypergate window and carry its battlegroup in another system. |
_________________ Western Alliance - 301st TCEagles Squadron
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Lasse Blutströmen
 
Webmissions: 2
Beiträge: 2627
Wohnort: vorm Puter
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Titel:
Verfasst am: 11.01.09 17:01
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What if it wouldn't need just one Cruise Disruptor to abort a jump sequence, but many? Like 10 or 20? Each CD impact would reduce the accuracy with which the destination area is reached by a bit, and the final CD impact completely shuts down the jumpdrive for a few seconds. However the fuel situation needs some rethinking for this scenario to work. Should fuel requirements be lowered to make it possible to restart the jump sequence a couple of times? |
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Rhino
Sector Admiral
   
   
Playtime: 5021h
Webmissions: 69
Beiträge: 8525
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Titel:
Verfasst am: 11.01.09 17:11
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Maybe a Cruise Disruptor eleminates 10% of the sequence. So the jump-sequence is on 50%, then a CD impacts and the sequence is at 40% then. |
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|---- Spenden / Donations ---||--- Serverregeln / Serverrules ----| |
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Husteln
Pilot Officer
  
Playtime: 1173h
Webmissions: 9
Beiträge: 197
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Titel:
Verfasst am: 11.01.09 17:28
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Dont forget about server capabilities. It's good to have jump ability but i prefer to play without it then with lags IMO |
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Lasse Blutströmen
 
Webmissions: 2
Beiträge: 2627
Wohnort: vorm Puter
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Titel:
Verfasst am: 11.01.09 17:32
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Lag hasn't been an issue for a long time.
Rhino hat folgendes geschrieben: | Maybe a Cruise Disruptor eleminates 10% of the sequence. So the jump-sequence is on 50%, then a CD impacts and the sequence is at 40% then. | I like that. |
_________________ My game is CLEAN.
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[TCEagles]crashbx
Fleet Captain
   
Playtime: 2237h
Webmissions: 1
Beiträge: 952
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Titel:
Verfasst am: 11.01.09 17:59
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Lasse Blutströmen hat folgendes geschrieben: | Lag hasn't been an issue for a long time.
Rhino hat folgendes geschrieben: | Maybe a Cruise Disruptor eleminates 10% of the sequence. So the jump-sequence is on 50%, then a CD impacts and the sequence is at 40% then. | I like that. |
yea i also think that would be cool |
_________________ Western Alliance - 301st TCEagles Squadron
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axT aka Klinge
Cadet (Junior) 2nd Class
Playtime: 19h
Webmissions: 4
Beiträge: 290
Wohnort: Schlachtschiff Tennessee
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Titel:
Verfasst am: 11.01.09 20:00
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Ich finde diese Idee ist total überflüssig..
Da es eigentlich heftig ist ein Schlachtschiff immer ein paar Systeme weiterzubringen, in das neue System könnten einen bereits Züge erwarten die das BS erneut mit H-Treibstoff versorgen.
Dann kann man es ja gleich so machen das Schlachtschiffe Tradelines benutzen können..
Also Schlachtschiffe sollten ewigkeiten brauchen um i-wo hinzukommen.
Soviel dazu |
Zuletzt bearbeitet von axT aka Klinge am 11.01.09 20:05, insgesamt einmal bearbeitet |
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DeathSpirit
Webmissions: 13
Beiträge: 1
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Titel:
Verfasst am: 11.01.09 20:02
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Marshall D. Teach
Beiträge: 1524
Wohnort: Rüthen
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Titel:
Verfasst am: 11.01.09 20:07
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i dont like this...., but who cares what i think^^ |
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Ausgewandert nach Elona/Tyria/Cantha...
Ingame: Nekros Skullcrusher
Xfire: captainblack1987 |
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