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DarkSpace - Beta
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[FAQ
Forum Index » » Beta Testing Discussion » » Beacons
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 Author Beacons
Hellza - master
Cadet

Joined: February 24, 2004
Posts: 556
Posted: 2006-05-12 06:19   
I was thinking about how a beacon could effect kluth, yes it raises our sig an so on.

now i am thinking, a bug got shot by a beacon, an he cloaks.

How about if lets say, depending on the level of the beacon, will make him appear in gu away as in e,g

Icc scout shoots beacon, hits kluth

kluth cloaks

cant be seen, unless (depending on level of beacon) he can be spotted

say, like level 1 beacon could make him away when he is close to abouts 100gu? an as it goes up in level adds a extra 35 gu away?

so if its a lvl 10 beacon, the kluth will be spotted abouts 450 gu away, only way a kluth could susprize the attack if he comes in at full speed.

well what you all think about this little sussgestion?
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Guyton (Angel of Death)
Marshal

Joined: January 25, 2004
Posts: 706
Posted: 2006-05-12 06:32   
It could be worse to a beacon really being able to track a target as it should be.
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doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2006-05-12 19:49   
my reply, only scouts have beacons now -.-
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Guyton (Angel of Death)
Marshal

Joined: January 25, 2004
Posts: 706
Posted: 2006-05-12 22:45   
well shouldnt scouts be the only ones with beacons?
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JRE
Grand Admiral

Joined: August 14, 2003
Posts: 571
Posted: 2006-05-13 01:51   
How about after you get beaconed and get hit they go away? Kinda like getting scratched off the hull.
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Guyton (Angel of Death)
Marshal

Joined: January 25, 2004
Posts: 706
Posted: 2006-05-13 10:34   
umm why?
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2006-05-13 11:02   
Quote:

On 2006-05-13 10:34, Destructor wrote:
umm why?




Fairer for both parties. Attacker gets at least one hit at the beaconee, the beaconee isn't automatically screwed over after being beaconed.
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doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2006-05-13 22:02   
umm seriously, the beaconer is automatically screwed when they try to beacon because the max range for beacons is 400 and assult disruptors go 300 gu. So try beaconing a luth without getting killed in a scout.
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Guyton (Angel of Death)
Marshal

Joined: January 25, 2004
Posts: 706
Posted: 2006-05-14 07:18   
If its from the front all you would have to do is turn on your point defense.
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Smartin
Grand Admiral

Joined: August 04, 2005
Posts: 1107
From: Michigan
Posted: 2006-05-14 10:04   
Quote:

On 2006-05-13 22:02, doda wrote:
umm seriously, the beaconer is automatically screwed when they try to beacon because the max range for beacons is 400 and assult disruptors go 300 gu. So try beaconing a luth without getting killed in a scout.




Why not use tactics. Like have your scout sit out 1000 gu, have him get moving, wait for kluth to alpha and use up lasers, jump in, beacon, fly away really fast while dodging fire, and jump out.

Be sad if it actually took skill to disable kluths key feature....


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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2006-05-15 01:12   
If its from the front all you would have to do is turn on your point defense.

Then that begs the question: Why attack from the front?

I personally think it's a good idea that some (dare I mention it) skill will be involved in dealing with K'luth. The current 5 TC charge is getting a bit old. I also think it's a good idea that no scout will be able to act with impunity against anything bigger than it.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-05-17 08:31   
Levels are being removed.

Hopefully beacons will just add a base signature to kluth so that they take longer to cloak. Easiest way to fix them .
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Feralwulf
Grand Admiral

Joined: January 24, 2004
Posts: 1729
From: sitting somewhere drinking beer
Posted: 2006-05-18 15:42   
Quote:

On 2006-05-12 22:45, Destructor wrote:
well shouldnt scouts be the only ones with beacons?





no
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-05-18 22:42   
Quote:

On 2006-05-18 15:42, Feralwulf wrote:
Quote:

On 2006-05-12 22:45, Destructor wrote:
well shouldnt scouts be the only ones with beacons?





no




What feral means is, yes. Because that's how they are in 1.484 atm... Scouts being the only one with beacons makes them important to fleets, instead of tiny things that cant be hit and dont do much else....
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Danek Ma`arna C`arns
Fleet Admiral

Joined: March 26, 2004
Posts: 102
From: Atlanta
Posted: 2006-05-22 11:22   
Beacons already "go away" when our ship is hit a few times. When our ships are hit a few times, the ships explode. =)

Currently in live, one device that can be placed on every ship completely eliminates the ability of an entire faction to preform it's special "ability".

According to most UGTO, including at least one green icon staff UGTO, this is not unfair in any fashion.

Energy is the UGTO special, we are told.

If the K'luth were to suddenly recieve the Nanite Pod Launcher, which immeadiately depleted your energy capacitor and prevented it from refilling for the same length of time as a beacon... what? 15 minutes? So there you would be, sublight speeds, one and only one jump, and one more shot off whatever weapons were charged when the pod hit. We have effectively no armor, you have effectively no weapons. We also have the right to put it in every ship we fly, just like beacon.

Considering that is the EXACT same thing to you as beacons are to us in live at the moment... which the players above seem hellbent on preserving, I expect to hear impassioned pleas from the UGTO that this is exactly what the game needs.

Or, would you prefer that such things be only implemented on Scouts?



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