push and pull effect like weapon system (direction effect)

    Joined
    Jan 25, 2015
    Messages
    964
    Reaction score
    225
    • Wired for Logic
    • Councillor 2 Gold
    • Legacy Citizen 5
    i'd like to have the push and/or pull affect also doing the same as weapons,
    when you place a weapon computer facing to the left, it will shoot to the left
    when facing to the right it will shoot to the right.
    with this push pull effect in the same way, you can have small fighters that can exualy dodge a missile,
    this does not have an effect on huge ships like titans, they are too big to effectivly dodge a rocket.
    if some builder already woul be weird enough to put the effect on the ship, it would till not be enough to really dodge a missile, as a titan Always is very long or wide. also a titan will most likely have to deal with many rockets which aren't that fatal when hit, a missile that hits a small hip on the other hand... can be a fatal one.

    together with all these things, i'd like to suggest that defensive effects like ion push pull stop etc.
    can be used by logic, this will make many new possibilities for the logic engineers.

    radar jammers and cloakers are not included to this, because that could lead to invisible turrets, drones, torpedos and stations, which we defenitly do not want.

    i am 100% sure that it will be usefull for small ships and logic users.
     
    • Like
    Reactions: MeRobo
    Joined
    Feb 22, 2015
    Messages
    869
    Reaction score
    179
    • Purchased!
    • Legacy Citizen
    i'd like to have the push and/or pull affect also doing the same as weapons,
    when you place a weapon computer facing to the left, it will shoot to the left
    when facing to the right it will shoot to the right.
    A directed push/pull effect would be nice. Maybe we can make some actual tractor beams. I haven't played with the grapple yet, but this would be more of a utility system.

    Directed thrusters would also work for the OP.

    together with all these things, i'd like to suggest that defensive effects like ion push pull stop etc.
    can be used by logic, this will make many new possibilities for the logic engineers.
    Already done.
    radar jammers and cloakers are not included to this, because that could lead to invisible turrets, drones, torpedos and stations, which we defenitly do not want.
    I think these should be included in this. This would certainly add a new element to game play and tactics. We'll need ECM and penaids to go with it, tho. Automatic scanners are most definitely wanted.


    (On a side note, I have way to many english credits, HolyCookie, and your posts actually make me want to beat you with a dictionary. :p;) )
     
    Joined
    Jan 25, 2015
    Messages
    964
    Reaction score
    225
    • Wired for Logic
    • Councillor 2 Gold
    • Legacy Citizen 5
    A directed push/pull effect would be nice. Maybe we can make some actual tractor beams. I haven't played with the grapple yet, but this would be more of a utility system.

    Directed thrusters would also work for the OP.



    Already done.


    I think these should be included in this. This would certainly add a new element to game play and tactics. We'll need ECM and penaids to go with it, tho. Automatic scanners are most definitely wanted.
    well, i believe it wasn't, some guy on team speak said it, i gue he was talking about the jammer and cloaker.
    about that, you may think that it is "a good element" but think of this, how are you going to destroy turrets that you cant see or aim at?
    using a simple logic repeater turrets will Always cloak, together with a jammer..... automatic scanners are maybe super duper wanted, as much as i even want it, i think it will make scout cloakers impossible to use, as the Always cloak and scout a station to check the target.
    that's why people want automatic scanning, so they can dominate them totaly. it could be an option for battle mode with a closed sector.

    (On a side note, I have way to many english credits, HolyCookie, and your posts actually make me want to beat you with a dictionary. :p;) )
    ahw man that hurts :P i have dislexia (lol) and i'm dutch :D
    and my forum is also a dead piece of meat, 75% of the words i type are red lined.
     
    Joined
    Feb 22, 2015
    Messages
    869
    Reaction score
    179
    • Purchased!
    • Legacy Citizen
    Right now scanning/jamming/cloaking is an on/off thing. We need more variables.

    Like the scan decreases in accuracy with range, power bleed on the ship diminishes the cloak/jammer, comparison of module counts, and any number of other possibilities.
    None of this is in the game. Hopefully it will be in the future. Then I can see some real fun scenarios with trying to sneak up on fleet bases.
     
    Joined
    Feb 22, 2015
    Messages
    869
    Reaction score
    179
    • Purchased!
    • Legacy Citizen
    Possible variables to include in the s/j/c calculations.

    Power bleed - to much power stored in the batteries makes it easier for the scan to overpower the j/c (10k == 1% chance)
    Module counts - more s/j/c modules increase the power of the effect, not just it's charge time.