Idea: Powered down mode for ships? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Idea: Powered down mode for ships? (/showthread.php?tid=101273) |
RE: Idea: Powered down mode for ships? - Haste - 07-04-2013 Base it on ship classes. Fighters power down in a few seconds (much like their cloaks activate in a few seconds), whereas it takes up to say 30 seconds for a battleship to power down completely. RE: Idea: Powered down mode for ships? - Moberg - 07-04-2013 Foremost, I really like this idea. It adds many many possibilities to the game. Obviously, hiding and ambushes, but also things like system failures. A ship should be able to power down (almost) instantly, which would cause your scanners to not work anymore, so you can't see anything on the radars and your ship is only targetable at close range or not at all, whatever would be preferable balance wise. So, what happens when your ship is powered down? You'll have no energy, no radar and can't move at all (not even turn). Concerning what happens when you start it back up, it should either take a while or should be in slow progress, as in .. all of your weapons should be on cooldown for like 5 seconds, your energy core regeneration should be reduced and your speed only slowly comes back up. Cruise speed should be disabled for atleast 10 seconds or until the engines are fully back up. RE: Idea: Powered down mode for ships? - Bubba2x4 - 07-21-2013 Finally, some viable method of hiding. I'm loving this idea, it has so much potential for so many different groups, miners, pirates, smugglers, and even lawfuls. Tons of asteroid/debris-fields/nebulas have on their infocard that they're a hideout from the law, but as present, not a lot of hiding can really be done in them. I'm 100% in favor of this being put in the game. RE: Idea: Powered down mode for ships? - Narcotic - 07-21-2013 (07-03-2013, 06:11 PM)Lythrilux Wrote: Isn't this just a cloak? I think I had the same idea before already. RE: Idea: Powered down mode for ships? - Blackvertigo1 - 07-21-2013 I've RP'd this before. RE: Idea: Powered down mode for ships? - aerelm - 07-21-2013 Cloaks are becoming ammo-based rather than cargo-based. That should solve a few problems and balance out their usage on different ship class and subclasses. RE: Idea: Powered down mode for ships? - Blackvertigo1 - 07-21-2013 Or better yet, make 'em decloak if the ship gets hit. RE: Idea: Powered down mode for ships? - Di'taraAlpha - 07-22-2013 The "Power down" concept is excellent, not least because it gives the game's interminable nebulas and asteroid fields a purpose in combat, as both refuges and possible pirate abodes. I can see this having great utillity in the boarder 'n' edge worlds especially, maybe having a ring of powered down ships just out of sight around a jump hole, waiting for the hostile (imagine Nomad/Core/Order wars with this). It would give a degree of ambush functionality to all ship classes (I agree with class-based charge/de-charge times), with the potential for it to work both positively or negatively. Imagine if a battletrader ran into a depowered Pirate? Interesting role reversal there. This even works for fleet engagements. De-power a fleet in a nebula and they've vanished, ready to strike or run. However I think the Power-Down mode should also be supplemented by vastly decreased sensor efficiency in nebulas and asteroid fields; in somewhere like Omega 7 or Sigma 13 you should really get zero sensor readout, or the NY badlands or the Edge nebula. That'd benefit everyone. RE: Idea: Powered down mode for ships? - djordje_petrovic - 08-03-2013 In shortest good idea. I approve. So , when we start ? RE: Idea: Powered down mode for ships? - aakopa - 08-03-2013 This is interesting and good idea! |