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Reasons to KEEP the cruise change - Printable Version

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Reasons to KEEP the cruise change - Prysin - 11-01-2009

well i like the update.... it makes it less pain against other as at 10k range, non of us can afford to reach top speed due to energy loss...

and btw on the engine thingy: Have you considered plasma/Ion engines???

Really all you need to acellerate in space is something to be projectiled in the oposite way you want to go... so in theory you just need a supre rapid potatoe cannon shooting massive potatoes to move.... but it dont work like this... so lets just let the game be a game


Reasons to KEEP the cruise change - masternerdguy - 11-02-2009

at least now when you cruise it isnt fleeing! Cruising is instinctual almost in some situations where the thruster just isnt enough to close the range.


Reasons to KEEP the cruise change - yurineova - 11-02-2009

personally, I HAVE played in many situations already with htis new effect, and I have no problems with it.

People complain about NPC missions, gee, you have to spend 10 extra seconds going on full thruster to uyour target. Oh wah, get over it. I ALWAYS proceeded on impulse on capital missions! Never cruise into a hornets nest.

I say keep it and those who throw poor excuses up to get rid of it need to go jump off the bow of their ship without a space suit.


Reasons to KEEP the cruise change - Tomtomrawr - 11-02-2009

Just to point out, FTL in Freelancer is much faster than 1000 m/s, if you notice when you're speedometer goes to a question mark you're still accelerating.

And it would make sense to start recharging the second you left cruise.


Reasons to KEEP the cruise change - Geisha_Maiko - 11-02-2009

"At the same time, pirates can count on their CDed target not being able to instantly 3 shot them."

Most traders can not defend themselves if being attacked by pirates. Traders guns are very little match for the armory of a pirate player.

thus---My Other vote: Drop the new change.


Reasons to KEEP the cruise change - daveratters - 11-03-2009

In stand alone Discovery this drain has completely ruined Freelancer - for example if my AT trader pops out of the Orkney jump hole on the way to Gallia the Outcast NPCs trash it almost immediately if I try and cruise - fairly natural thing to want to do - get out of harms way. As soon as I try to cruise, energy drops to zero, get CD'd then the AT can't defend itself - pulped in a few seconds. It's quite plain to me that if a mod does not work with standard NPC types it simply does not work in practice.

This is a very silly modification - please revert it.