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I am probably not the first to come up with this:
Will the Repair Beam (Astro technician) be implemented into the coming system?:
The Slave systems could work pretty similar to the other weapons: more range, faster ticks, shotgun effect...
not sure about how effective it would be to have an artillery repair beam... BUT it gets interesting if you add the effects:
that would be a easy way to create a massive array of utility beams....
Will the Repair Beam (Astro technician) be implemented into the coming system?:
The Slave systems could work pretty similar to the other weapons: more range, faster ticks, shotgun effect...
not sure about how effective it would be to have an artillery repair beam... BUT it gets interesting if you add the effects:
- Explosive/Piercing: more effective repairs (especially considering what piercing will do to your Hull....)
- Punch through: not entirely sure...
- EM: Power recharge - that would be somewhat redundant, but so Power drain and Power supply beams could be reworked for internal use only (hitting docked generator/power storage modules)
- Ion: Shield recharge (that could be cool for Supportvessels/become viable when using drones)
- Push: Catapult/Accelerator cannon (that could work very well with Pulse slave)
- Pull: Hello Traktorbeam!
- Stop: Traktorbeam aswell... maybe viable with drones
that would be a easy way to create a massive array of utility beams....