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Flux Wave Solution... |
Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2002-06-25 10:21  
I think I've found the perfect solution to the flux wave...
Basically, to prevent damage to your own ship all systems are automatically shutdown before the device fires... this means, all weapons lose their charge, jump drives abort, etc...
I think this would make the flux wave more balanced within the game.
-Richard
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2002-06-25 10:24  
If the recharge time is lowered down a bit then i guess it's ok
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Antra Admiral Agents
Joined: February 16, 2002 Posts: 657 From: Grand Rapids, Michigan
| Posted: 2002-06-25 10:24  
I like. Remember the Matrix?
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Kharn Cadet
Joined: August 24, 2001 Posts: 107
| Posted: 2002-06-25 10:24  
I like this idea would make you think twice to use it but with our flux ueberdreads it still does not really solve all problems!
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Kharn
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Kar-aK Vice Admiral
Joined: November 05, 2001 Posts: 50 From: UK
| Posted: 2002-06-25 10:26  
Sounds OK - but what about multiple Flux Waves on a single ship.
That still needs to be addressed.
- Kar
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2002-06-25 10:26  
Remember, it would turn off the cloaking device as well FYI... so k'luth would have to would be uncloaked when they use it..
-Richard
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2002-06-25 10:27  
Therefore the recharge time has to be lowered, otherwise nobody will use the device
_________________ If the buildings on your planets disappear, guess who was there....
Never forget what you fight for
I have earned my betatester badge for being part of the open beta
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Patlukowsky Marshal Mercenaries of Andosia
Joined: May 29, 2001 Posts: 451 From: germany
| Posted: 2002-06-25 10:27  
sounds good...but how long will it need to are able to fire again.....normal time i think
a kluth-system is faster repaired as a ugto/icc system....but ugto(or icc) have some secs more to repair their drive and jump away...
i still favorite spezial slot.....
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2002-06-25 10:30  
I have to agree with Pat
Special slot would be better
_________________ If the buildings on your planets disappear, guess who was there....
Never forget what you fight for
I have earned my betatester badge for being part of the open beta
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Neostar Cadet
Joined: January 15, 2002 Posts: 195
| Posted: 2002-06-25 10:32  
A good idea for balancing but it should have a greater affect on ships that use multiple flux (flux boats), each flux should create a recharge time, each flux used should add itself to that time if fired within say 15 secs of the last 1, there fore 1 ship would no longer cripple an entire kluth fleet, it also needs to be weakened as at the moment a modded scout can decloak a cruiser which is madness..
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Darkheyr ={NuKe Squad}= Fleet Admiral
Joined: October 23, 2001 Posts: 805
| Posted: 2002-06-25 10:44  
no offense but...
would this REALLY solve the problem ?
now, lets assume that I (siphon) jump an enemy ship
i fire my weapons, except my flux wave
as soona s armor/shields are pierced, i fire the flux
my weapons decharge....but they are decharged now ANYWAY after firing
when im recharging im visible anyway too, so i decloak without problems. then, i simply recharge my weapons, which will only take me 10 seconds (CL2000 charge time), so it wouldnt really change anything, as it takes me jsut as long with the current flux
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ScottyderEchte Fleet Admiral Pitch Black
Joined: February 15, 2002 Posts: 657 From: Nuernberg, Germany
| Posted: 2002-06-25 10:55  
I would rather see the thing gone.
If I am in a siphon and a wave hits me I am DEAD. My jump drive is out and he kills me. So I dont see the balance in this.
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Deleted Fleet Admiral
Joined: Posts: 0
| Posted: 2002-06-25 10:56  
if ANYTHING it should be limited to 2 on ANY ship, if not its own slot.
a ship with 1 flux can uncloak almost all K'luth ships, where in a big fight gives us K'luth one hell of a disadvantage.
I'm tired of being fluxed 3 times in a row rendering my modded cruiser dead in space. for the scout/cruiser/dread to blast to death.
this game is ment to be fun... i dont care if i lose my ship in a FAIR fight against 2-3 crusiers lol.
flux is just like a cheat, all cheats ruin the game in the end.
Mort - Nick Taylor
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2002-06-25 11:07  
Dark... I sorta see your point...
Let me think on this subject some more, perhaps it should be a hull damaging weapon.
-Richard
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Patlukowsky Marshal Mercenaries of Andosia
Joined: May 29, 2001 Posts: 451 From: germany
| Posted: 2002-06-25 11:12  
looks like an old discussion we had before
disabling the old EMP....
it goes the same way again.....
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