Read by Council Tractor beams and ion canons

    Joined
    Feb 14, 2016
    Messages
    3
    Reaction score
    4
    Tractor beams that can lock on to a ship and pull it towards an area specified for the tractor beam, ship's mass determining if the ship can be caught in a tractor beam (ship to ship mass ratio, along with tractor beam strength)
    Ion canons, that when fired at a ship would restart the ship's systems making them vulnerable for a certain amount of time.
    And also more Ai, both hostile neutral or ai faction.
     

    sayerulz

    Identifies as a T-34
    Joined
    Nov 16, 2013
    Messages
    616
    Reaction score
    179
    • Community Content - Bronze 1
    • Legacy Citizen 3
    Ummmmm...... both of these are already basically in the game.
     
    Joined
    Aug 7, 2015
    Messages
    2
    Reaction score
    0
    The pull module can work as a tractor beam and push pulse disables systems for a second or two.
     
    Joined
    Jan 14, 2014
    Messages
    434
    Reaction score
    201
    • Legacy Citizen 6
    • Community Content - Silver 1
    when was the last time you tried to use pull modules as an effective tractor beam?
    A little while ago, I was primarily was using beam cannon turrets, but of course those have really terrible range. So I made beam beam turrets with a pull effect to effectively pull in smaller ships so they could be destroyed by the beam cannons. I also have used a beam cannon turret that could be manned a hanger bay with both push and pull beams so It could be used literally as a docking assist (or a tractor beam capable of reversing).

    Other than already having these in game, I really don't think that adding these two as dedicated systems would be all that high priority, considering the current development direction. It appears that the general direction the game is moving to is in the NPC/ more factions/ interactive universe mode. Not really in the more weapons direction. Your suggestion for more AI is also already planned, so that will most likely be seen (hopefully) soon.

    And while we're at it, I'm going to spam you.
     
    Joined
    Jun 25, 2013
    Messages
    200
    Reaction score
    41
    • Legacy Citizen 2
    • Purchased!
    • Legacy Citizen 3
    i agree that it can be used but i was more thinking of something that could essentially tow a ship

    and this is hard using pull and push modules. i agree that the ion thing isn't really needed.
     

    nightrune

    Wizard/Developer/Project Manager
    Joined
    May 11, 2015
    Messages
    1,324
    Reaction score
    577
    • Schine
    • Top Forum Contributor
    • Thinking Positive
    There really is no good way to move a ship at your same speed.

    Would something like an attachment beam work? Basically you somehow fire and activate a beam the holds a ship relative to you. As long as your thrusters can keep up and your power can hold out.

    Then when you use the push beam its relative to you.

    After writing this, I'm wondering if the stop beam just needs to be changed a little bit to create a tether.
     

    jayman38

    Precentor-Primus, pro-tempore
    Joined
    Jul 13, 2014
    Messages
    2,518
    Reaction score
    787
    • Purchased!
    • Thinking Positive
    • Legacy Citizen 4
    Towing beams can be simulated when magnet blocks are introduced to the game. Those are already planned.