Hellfire pods and rockets - 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: Hellfire pods and rockets (/showthread.php?tid=87605) Pages:
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Hellfire pods and rockets - pitockm - 09-16-2012 well...just wondering if we could have same bomber rockets or balanced type on the cruisers or Carriers or Battleships....but in range of 2 km...and a reasonable Damage power. i guess capital ships will get a chance against TS ing cruisers....and reverse! sorry if its wrong channel lads... also please discuss. thanks! Hellfire pods and rockets - Narcotic - 09-16-2012 Actually, those Hellfire rockets were meant to be for Bombers, to stand a chance against Gunboats and higher. Wouldn't be fair, to give their counterparts access to them, in my opinion. Hellfire pods and rockets - jammi - 09-16-2012 Fixed arc dumb-fire broadside torpedos would be awesome. Take the punishment to fly in close, then unleash hell from short range. Hellfire pods and rockets - Ursus - 09-16-2012 ammo consumption would be intersting too, you could use it to kill one ship and then its a dead turret. could be useful in class 8 slot, BCs have to choose between that and flak, and ammo consumtption would mean only 1 usable mount on battleships and carriers Hellfire pods and rockets - AeternusDoleo - 09-17-2012 Just keep in mind that all explosive projectiles will add to lag, as the server has to do the tracking on those. Basic impact gun type weapons with ammo (such as the Hellfire Rockets) do not have this problem. But a dumbfire projectile as a capital ship main gun would be inconvenient - especially considering we'll be limiting where capital ships can dock if at all able. People would have trouble reloading those. Hellfire pods and rockets - Lunaphase - 09-21-2012 Then add the ammo to where they can dock. If your limiting docking then it wouldent be too hard to add them to the shipyard lists... Hellfire pods and rockets - Aingar - 09-23-2012 ' Wrote:Then add the ammo to where they can dock. If your limiting docking then it wouldent be too hard to add them to the shipyard lists... He means that after every engagement said cap would have to move back to that shipyard, which might be several systems away in some cases. RE: Hellfire pods and rockets - pitockm - 12-03-2012 well...was thinking on this...some how we can use /buy missile 70 then you get them in your ship(and money will be decreased) and to stop abusing it...just add a parameter that fl check Guard rep to be full then buy happens even if you are not in that system...perhaps we need to /summon cannon here. RE: Hellfire pods and rockets - Govedo13 - 12-03-2012 I find the lack of ammo good thing. It could help in improving teamplay. Well supplied caps by their escorts should have advantages. RE: Hellfire pods and rockets - Felix_Wannamaker_III - 12-03-2012 (12-03-2012, 09:01 PM)Govedo13 Wrote: I find the lack of ammo good thing. It could help in improving teamplay. Well supplied caps by their escorts should have advantages. I actually like this idea. People complain about bot and ammo feeding, but I feel that its a function of teamplay, and this would add to that, for better or worse. Also I saw make Sidewinders these. The seeking is useless, but in the same way mini razors are weak snacs, but easier to hit with, perhaps a fighter rocket could be weaker, but more accurate than their bomber counterparts. Still random enough to make landing one in a dogfight difficult, but give fighters a slightly better weapon against larger foes. Just a thought. |