' Wrote:the only way to do that would be to make it a class 7 transport turret, in which case it would be available to all other transport class ships. You -could- make it one of those weapons that comes pre-equipped on certain ship types, but people would still be able to buy the ship for the guns, then put them on another ship later.
Plus, that doesnt solve having it available to junker CSV's and Collectors, which are both detailed as small repair service craft in addition to fighter/freighter craft =P
Then again... are there any class 6 turrets in the game? I dont think there are... class 7 are used for transports, 8/9/10 for caps, 1-5 for fighters/bombers/freighters... If we could make these weapons a class 6 turret and add the hardpoints to certain ships, then only they would be able to use them.
There would have to be several types though, all class 6 but with different stats:
1. Light Repair Beam: low energy cost, but low repair over time. This would be what you'd equip on CSV's/Collectors/etc.
2. Heavy Repair Beam: high energy cost, high repair over time. This would only work on ships with transport-class powerplants or above due to energy drain.
The issue is still there though - all transports in the game can equip class 5 or below turrets - so they'd be able to equip class 6's as well.
Unless... is there some way to make it so a ship cant equip a certain level of turret? I know that cruisers cant use gunboat turrets, and battleships cant use cruiser turrets...
That's because they are a different class of ship, just like fighters can't use Snovas because only Bomber class ships can use them, see?
The main issue with any repair gun idea would be to limit the availability of it by what class ship can use it.
I think there might be a way to edit what class ship the repair ship is in, and make it in a class all its own and maybe even open up a new production line of repair ships, IE: heavy repair ship, light repair ship, capital repair ship, with different stats and what not.
Giving a gun negative damage results in the gun doing infinite damage per shot. I believe the scenario the testers encountered was a Starflea taking a shot at a Liberty Dreadnought NPC outside Manhattan, which instantly exploded, making everything red and resulting in the near-instantaneous destruction of the test ship.
Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
' Wrote:That's because they are a different class of ship, just like fighters can't use Snovas because only Bomber class ships can use them, see?
The main issue with any repair gun idea would be to limit the availability of it by what class ship can use it.
I think there might be a way to edit what class ship the repair ship is in, and make it in a class all its own and maybe even open up a new production line of repair ships, IE: heavy repair ship, light repair ship, capital repair ship, with different stats and what not.
Like I said, if we could make it a class 6 turret weapon, and make it so that no other ships could use class 6 turrets (in the same way that cruisers cant equip gunboat turrets) I think we'd have the solution.
You could give the CSV a class 6 turret hardpoint, the repair ship a couple of class 6 turret hardpoints, and maybe add a few to the new junker salvage frigate that's being made.
Ummm...The main reason (I think) that cruisers can't use gb turrets is because, well, their not gunboats.
I see what you're saying, and it's not a bad idea.
I just sorta like mine better. It would be a tad easier to make a whole new ship classification...I think...Like...Heavy Support, Support, and Light support ship classification, ya know?
I am not sure how well you could help a dodgeing fighter, but a cap tender would be awsome, and battle changing for key ships.
Mabey cruiser wouldn't get vaped in the first 5 min of every battle:)
A democracy cannot exist as a permanent form of government. It can only exist until the voters discover that they can vote themselves largesse from the public treasury. From that moment on, the majority always votes for the candidates promising the most benefits from the public treasury with the result that a democracy always collapses over loose fiscal policy, always followed by a dictatorship.
' Wrote:Ideas: Modify the repair ship to have 2 special missile turret spots, create two special missile turrets that use the bots and bats as ammo, create the damage to be repairing instead of damaging (if possible)
I want you to know, that is quite possibly the weirdest idea I have ever heard of.
Still, if we had the source code, would make that sort of thing very easy.
Of course...Then we'd have ships with 4000? bots/bats mounting BS guns...
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.