Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev
' Wrote:2) - a problem with vanilla cargo pods is ... when i attach appropriately many on the clamps - the ship effectivly gets a huge area of what we may call reactive armor
Ever tried to SNAC a Stork? Those cargo pods take up a lot of surface area, and if your guns hit a cargo pod instead of the hull, the pods will completely absorb any damage, and then explode. It's like extra single-use armor plating all along your ship.
But the thing is, I like that about the vanilla transports. It makes blowing them up a bit more of a challenge. I wouldn't mind putting more ships into the mod that use the cargo pods.
well - i could remove the pods and add vanilla pods rather quickly. - it was one of igiss' dogmas from waaaay in the past to abandon vanilla pods. - he disliked them for some reason, hence most custom transports do not use them.
it makes the area that actually harms the ship a lot smaller though - since the rear of it is more or less just long and thin. so - the ship that "feels" rather massive with many pods - will feel like REALLY skinny without them. - and while that is quite logical - it might become a slight problem in actual gameplay.
also - cargopods have a limited LoD ( well, that can be changed ) - they disappear at ... i don t know ... 2k?
' Wrote:Ever tried to SNAC a Stork? Those cargo pods take up a lot of surface area, and if your guns hit a cargo pod instead of the hull, the pods will completely absorb any damage, and then explode. It's like extra single-use armor plating all along your ship.
But the thing is, I like that about the vanilla transports. It makes blowing them up a bit more of a challenge. I wouldn't mind putting more ships into the mod that use the cargo pods.
House transps cost a bit less indeed but this advantage is huge if the attacker is nub, I just sub-target the forward turret that is in front of the stork cockpit and shoot there, it is good feature that makes a lot of sense and should be implemented on more ships,sadly the lost cargo pod does not lose the cargo as it should be- it is possible on NPC ships, it might also be possible to be added. I guess that was the reason why the old Lead Dev didn't liked the pods.
I am also for vanilla pods to compensate the difference you could just add less hull.
If it should be like Heron 80k hull 400 b/b or P-transp 115k hull 450b/b in agility you could just make it with 95k hull and 425 b/b. Heron is bit faster then P-Transp, make this also in the middle of both with bit less fire-power then P-transp.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:Ever tried to SNAC a Stork? Those cargo pods take up a lot of surface area, and if your guns hit a cargo pod instead of the hull, the pods will completely absorb any damage, and then explode. It's like extra single-use armor plating all along your ship.
But the thing is, I like that about the vanilla transports. It makes blowing them up a bit more of a challenge. I wouldn't mind putting more ships into the mod that use the cargo pods.