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Has the Extractor become Obsolete? |
Danek Ma`arna C`arns Fleet Admiral
Joined: March 26, 2004 Posts: 102 From: Atlanta
| Posted: 2009-03-06 12:29  
At this time, it appears the extractor has passed into the category of relic of a bygone age. Most extraction duties are being done in stations, dreads, or engineers.
Given this, and the sudden need of the engineer to haul resources, it is possible to get an upgrade to the current engineers with more cargo space... expanding the holds to 8 or 10 slots? if I recall correctly, the current transports are faster and more manuverable, meaning the engineers would not be immeadiately mode obsolete as well.
On that vien, however, it would seem that at least one fleet would have come up with the idea to create a support ship... a ship able to build and supply, or a build, supply, and transport. This function existed in past, but has been lost. Was it deemed undesireable to be multirole in a support capacity? Does it steal thunder from the stations, which are increasingly being used in an offensive manner?
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Russian Roulette with Muskets Grand Admiral
Joined: September 04, 2002 Posts: 393
| Posted: 2009-03-06 12:33  
"Has the Extractor become Obsolete?"
I sure hope so.
To be frank: such things as mining shouldnt be part of this game.
Bring your ressources from established systems.
_________________ - In firepower we trust.
- I'm not buying this!
-we ran out of firepower.
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2009-03-06 12:38  
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On 2009-03-06 12:29, Mog`He`Dan wrote:
a ship able to build and supply, or a build, supply, and transport
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they're called command stations
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2009-03-06 13:39  
The way I see it, an Extractor today is only useful when supporting an Engineer operating away from friendly planets. For example, when building an outpost of supply platforms behind enemy lines to support an attack or raid. The Engineer will need resources, but can't run back to a friendly planet for 'em.
It can also swap the mining beams for tractor beams and act as a platform tugboat.
It is of rather limited utility, yes. But not totally useless.
_________________ If at first you don't succeed, get a bigger space battleship and try again.
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$yTHe {C?} Grand Admiral Sundered Weimeriners
Joined: September 29, 2002 Posts: 1292 From: Arlington, VA
| Posted: 2009-03-06 14:11  
A ship shaped like a pen0r that shoots a white beam will never be obsolete in my book.
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-03-06 14:12  
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On 2009-03-06 14:11, $yTHe {C?} wrote:
A ship shaped like a pen0r that shoots a white beam will never be obsolete in my book.
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Bardiche Chief Marshal
Joined: November 16, 2006 Posts: 1247
| Posted: 2009-03-06 15:20  
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On 2009-03-06 12:38, Doran wrote:
Quote:
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On 2009-03-06 12:29, Mog`He`Dan wrote:
a ship able to build and supply, or a build, supply, and transport
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they're called command stations
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Because clearly people want to rise all of the way up to Grand Admiral just so they can be an Extractor. =P
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2009-03-06 15:28  
UGTO News Headlines: Grand Admirals and above relegated to logistics duties. Admirals avoid promotion in order to avoid being reassigned to rear-line roles.
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Russian Roulette with Muskets Grand Admiral
Joined: September 04, 2002 Posts: 393
| Posted: 2009-03-06 15:38  
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On 2009-03-06 15:28, Gejaheline wrote:
UGTO News Headlines: Grand Admirals and above relegated to logistics duties. Admirals avoid promotion in order to avoid being reassigned to rear-line roles.
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Rejoice! It is indeed safe to assume the highest ranks possible, because noone will entrust you with a CS until you have captured lots of ship things.
_________________ - In firepower we trust.
- I'm not buying this!
-we ran out of firepower.
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Danek Ma`arna C`arns Fleet Admiral
Joined: March 26, 2004 Posts: 102 From: Atlanta
| Posted: 2009-03-06 20:57  
I think you missed the point.
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DarkScorpion Marshal Sanity Assassins
Joined: September 14, 2004 Posts: 237 From: London England
| Posted: 2009-03-06 23:15  
i dont think engineers should get 10 slots, if you need to move something that requires 10 slots worth of good such as resources get some one to pull a extractor and bring you resources im sure the fact its not ultra easy is a reason why we dont have to run 30 platform gauntlet at jump gates .
On the subject of extractors 1 would like to see a few changes
a)the mining bug where your cargo hull just stays the same and seems like its stoped mining.
b)can you extend the range of mining beams as i find when people building weapon platforms around planets they must have some strange fear that if they go beyond said present mining beam range they will die as i keep finding on all factions the platforms are too close to planet and if its a sy and you spawn a station you start by sitting on a few core weapons just waiting to go off and stations come with lost of wonderfull goodies sadly although needed the dont come fitted with a reverse
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Sliverine 1st Rear Admiral
Joined: November 23, 2006 Posts: 29 From: Singapore
| Posted: 2009-03-07 01:40  
we should remove all extractor weapons and give extractors 4 more mining laser slots. that way a team of 3 engineers and one extractor can put up 30 plats on a planet right after its captured.
even better, let mining receive a pres gain so that darkspace becomes maplestory. lols
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2695 From: tsohlacoLocalhost
| Posted: 2009-03-07 06:18  
Quote:
| On 2009-03-06 23:15, DarkScorpion wrote:
a)the mining bug where your cargo hull just stays the same and seems like its stoped mining. |
| You this bug is kind of funky in your advantage.
Just orbit a friendly planet and mine for a while beyond the 10 fatties.
Unload the 10 fatties to the planet and look at your cargo, Hmm again a lot of fatties in there...
If the mining beam stays active somehow the resources keep coming in even when there is no cargo space to put them. unload cargo and they will fit in place. but Remember only for as long as a mining beam stays active, if you disable all mining beams, the next tick its all gone.
Couple of days ago i was mining in beta and i went for dinner, came back and unloaded around 80 fatties before i was empty.
Think i reported this bug way, way back already.
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2009-03-07 11:21  
I can't think of any reason to use an extractor now. In fact the last time I found one useful is back when cloak was affected by ecm/eccm. Sure you can tractor platforms around, but how often does that come up?
And that damned mining bug can be so annoying when you're building platforms! There's times when it just gets stuck at 2 full cargo holds, even though all are completely full, and then you can't build any more platforms. No amount of waiting will fill the other ones (unlike the other instances of this bug when waiting will fill them up).
It's annoying, but not so annoying that it needs to be bumped up the list.
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Headsprung 2nd Rear Admiral
Joined: August 13, 2004 Posts: 22 From: USA
| Posted: 2009-03-07 22:38  
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On 2009-03-06 14:11, $yTHe {C?} wrote:
A ship shaped like a pen0r that shoots a white beam will never be obsolete in my book.
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Win^
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