Yeah.
But then you might not have all these cool stealth bombers with logic torpedo weapons anymore.
...Unless torpedoes docked to the stealth bomber remain cloaked, while it's cloaked. Then the torpedoes uncloak (without uncloaking the bomber) when launched. Adding an activation module...
I still think my 10-30 minute rule makes more sense.
Make them vulnerable while online then give a short time limit where they are vulnerable after they log off. When the time limit is up, the base and all docked entities becomes invincible. If you can't get the job done in the first 30...
Wait... I thought faction points were generated by being online. Are you saying they MAKE you expand just to protect your home base? That's lame.
I forgot... I owe you a meme.
I'm sorry, what did you say? (activates scanner...)
The game notifies you of when you get an unexpected visitor. Of course they could always attack while you're offline. Then again, you'd have to be pretty careless to not dock to your home base when things like these exist.
How about a 10-30 minute time limit (or server config) that must expire before offline protection kicks in?
Such a thing would do the following:
- disincentivize people from combat logging just to avoid losing a fight.
- give enemies a fair opportunity to launch an attack while not letting...
You could always dock to a home base. Although, I agree that it's pretty lame to attack someone when they're offline. That would be cowardly. ...Monty Burns cowardly! :mad:
This is a valid concern but rather than further complicate warheads, why not introduce an "offline protection"...
Cool story but I don't build RP ships. ...not after what I've seen most people use in multi-player. I know all about The Dark's giant planet popping destructo-thingies. I'll be watching you...
Sounds like we need to turn it into a shaped charge.
- Piercing Missiles: Applies the full damage of the missile forward so all of it hits the ship; similar to how a damage pulse emits its pulse several meters in front of the module. The higher the ratio used, more damage is applied...
When you target the enemy you can see their armor and structure HP as health bars on the top-left of the HUD; right under their power and shield bars. You also, get damage indicators when you score a hit.
Regarding big craters; like it or not, you still have to weaken/deplete the armor HP to...
I like it but you have to remember; advanced armor is already pretty powerful; albeit, very heavy and cumbersome. If you add a piercing effect as a defensive component it reduces the damage done to blocks by applying it to your armor HP. Add a punch through effect defensively and your armor...
That depends. If you want this kind of self-destruct system, then yes; you're absolutely right. Warheads are far too weak.
...But if you want the more realistic/practical self-destruct, this is what I'm talking about...
You guys know we can already make a timed self-destruct sequence using logic, right?
Place an activation module. Link it to a chain of DELAY signals; for as long of a count down as you want then link the last DELAY signal to groups of warheads embedded in your ships key systems. You can...
Assuming the path to your hanger is a straight line with no crazy turns; try this...
Phase 1: the trigger.
1) place a remote
2) place an activation module. We'll nickname this block "ACT1" for the rest of these instructions. Slave the remote and ACT1 to each other.
3) press "C" on ACT1...
It's at about 80% right now. That's actually a refit of the ship in my avatar picture. This version has a massive boost in firepower; far more than anything else that I have in that relative size.
This is only the beginning. As you may remember; I still need to refit these guys.
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