Push and Pull effect on weapons should work both ways

    Winterhome

    Way gayer than originally thought.
    Joined
    Jun 29, 2013
    Messages
    1,929
    Reaction score
    636
    Simple suggestion.

    Apply the opposite force to the ship firing the beam from the force applied to the target ship.
    If you can't push/pull your target, you should at least be able to push/pull yourself towards and away from your target.

    Theoretical applications: torpedoes that actually drag themselves into the target, leech drones, rapid escape from enemy capital ships while piloting a fighter, rapid bombing runs with bombers, etc.

    I think that if you're able to move your own ship as well as the target, then Push and Pull might actually be used seriously in combat.
     
    Joined
    Mar 30, 2013
    Messages
    729
    Reaction score
    281
    • Purchased!
    • TwitchCon 2015
    • Legacy Citizen 5
    Yeah and triple their effectiveness from current vanilla config to start. Might need to go even more to make them not shitty. Unless I'm doing it wrong?
     
    Joined
    May 6, 2013
    Messages
    303
    Reaction score
    147
    • Legacy Citizen 5
    I think they could be reduced to a single module, with a directional input like other weapons. Point the CPU up, and get nudged up. Point the CPU forward, and get nudged forward etc.
     

    Winterhome

    Way gayer than originally thought.
    Joined
    Jun 29, 2013
    Messages
    1,929
    Reaction score
    636
    I think they could be reduced to a single module, with a directional input like other weapons. Point the CPU up, and get nudged up. Point the CPU forward, and get nudged forward etc.
    I was talking about as an effect on weapons, not the passive effect. :|
     
    Joined
    Aug 20, 2015
    Messages
    11
    Reaction score
    4
    I posted something akin to this in that a "support system controller" could be used to adjust support beams from the weapons bar. A slider could be moved that changes stats, potentially giving an inverse gain. Think magnetic mines or hover craft.
     
    Joined
    Jun 22, 2013
    Messages
    1,183
    Reaction score
    614
    • Competition Winner - Stations
    • Competition Winner - Small Fleets
    • Legacy Citizen 10
    Id almost prefer it to be based off of the masses than a slider cause other wise a giant capital could pull itself to a fighter which would be strange. Plus hovering would still be possible since a planet certainly is heavier than a hovercraft.
     
    Joined
    Aug 20, 2015
    Messages
    11
    Reaction score
    4
    Id almost prefer it to be based off of the masses than a slider cause other wise a giant capital could pull itself to a fighter which would be strange. Plus hovering would still be possible since a planet certainly is heavier than a hovercraft.
    Point.
     
    Joined
    Jun 27, 2013
    Messages
    896
    Reaction score
    166
    Simple suggestion.

    Apply the opposite force to the ship firing the beam from the force applied to the target ship.
    If you can't push/pull your target, you should at least be able to push/pull yourself towards and away from your target.

    Theoretical applications: torpedoes that actually drag themselves into the target, leech drones, rapid escape from enemy capital ships while piloting a fighter, rapid bombing runs with bombers, etc.

    I think that if you're able to move your own ship as well as the target, then Push and Pull might actually be used seriously in combat.
    Newton said:
    actio=reactio
    "Tractor" effects - including stop - should always act on both parties in my opinion; if you try to accelerate something, it should in turn transfer at least part of its momentum to you. Using push/pull/stop as passive effects might be explained away with "transferring momentum to the surrounding universe".
    That would mean unless you're "not a moon™", you'd need both an active beam, and a passive stop effect if you want to keep station.
     
    Joined
    Sep 5, 2013
    Messages
    281
    Reaction score
    60
    • Legacy Citizen 2
    • Tester
    • Legacy Citizen
    I like the idea of the relational push/pull/stop, so if you are moving then the push or pull is relative to you. Then if you have a stop beam on another ship, you position yourself in front of it, have it fire continuously, and its like towing a trailer as you are stopped with relation to it but moving with relation to everything else.