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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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What if...

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What if...
Offline weylin
08-12-2008, 09:26 PM,
#1
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Is it possible for engines and sensors to be made into an attachable system such as a thruster or shield?
What would happen if the system was destroyed?

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Offline Tenacity
08-12-2008, 09:31 PM,
#2
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"well, it's been over four hours now and they're trying to sanction me for not leaving the system after running... sure would be nice if my engines worked"

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Offline DBoy1612
08-12-2008, 09:31 PM,
#3
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Engines (Thrusters that is) already are, scanners aren't. Scanners are required to launch from a planet/base and is hardcoded, so it can't be changed.

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Offline Tenacity
08-12-2008, 09:33 PM,
#4
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On a side note, I think fighter thrusters and equipment need to be more vulnerable to explosives or direct sub-system targetting. It takes over a dozen missile hits from a gunboat when targetting a bomber's thrusters to destroy them, and if you cant take out the thrusters you cant stop them from dodging.

It would make capship thrusters much more valuable as well, being resistant to explosion damage.

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Offline weylin
08-12-2008, 09:36 PM,
#5
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What i mean by engines are the things that accually run it.. like you know how a starflier and bloodhound have different engines?

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Offline Armageddon
08-12-2008, 09:52 PM,
#6
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If that happened you would need an standard engine sold on every base. A civvy engine? so that you could get off the ground. Now if your engine was blown you could always use your maneuvering thrusters to get to the nearest in RP base. :crazy:

Would be sooo funny on traders. You could actually strand a trader. If we did this we would have to make new engines equippable in space unlike the rest of the equipment.
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Offline Jinx
08-12-2008, 10:07 PM,
#7
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just wanted to drop a floodlike line .... when i realized its not a flood topic.

well, disabling a ship would cause a lot of gloating and some gleeful laughter.... and it would definitely not improve the gameplay. however, i agree with the wish for more vulnerable equipment in general.

when we get the ships turned into a single - undestructible hitbox instead of many - the only point of missiles will be to rip equipment off .. - and for that, the equipment needs to be more vulnerable .... its silly to think of having to hit someone with like half a magazine of 35 missiles to damage equipment.

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Offline Armageddon
08-12-2008, 11:00 PM,
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Possibly only be able to disable the engines on larger ships then? Such as BC upwards. That way you could hamper their ability to fight by completely taking out their maneuverability. But as i say there would have to be an easier way to repair than to scuttle the ship. Possibly an undestroyable backup engine that only moves the ship at a speed of 15 and no cruise. (A bit of an alteration would be required to large ships to make them not go over 79 speed but it wont be too much trouble to implement. (If my knowledge is correct on this bit). Would be quite comical to see a cruiser on backup engine trying to flee a fight.

I believe all equipment needs an HP nerf so that they take damage on fighters from Sunnys (blast damage) Same with novas for caps.

For the caps it would add a more RP standpoint of disabling a capital ship instead of destroying it to learn its secrets. Have fighters attack the turrets while a heavier ship takes down the engine and all other equipment leaving the ship almost dead in space. (Except for the before said backup engine.) Leaving you to RP an docking maneuver with the disabled ship and have a RP fight inside it.
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Offline weylin
08-12-2008, 11:08 PM, (This post was last modified: 08-12-2008, 11:09 PM by weylin.)
#9
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This idea WAS supposed to be RP oriented...

Didnt intend for it to turn into griefing

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Offline Carlos_Benitez
08-12-2008, 11:27 PM,
#10
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A ship has 3 means of propulsion;
  • Afterburner - the Thruster. Can be blown off, thus negating this propulsion.
  • Cruise. Currently un-breakable, apart from temporary disabling by CD.
  • Basic Impulse
Afterburner can be disablied. Cruise can be disrupted, but only for a short time. Impulse is faster than people give it credit for, and should be left well alone.

I like the idea of having a "Cruise Generator" equipped on a ship, that can be damaged, disabling Cruise until it's been repaired. Just imagine it;
Quote:"This is the Corsair Cruiser Cronus to all friendly ships in the area. My Cruise Generator has been disabled. To all friendly ships please respond."
"Recieved Cronus...what do you need?"
"Bring me a Cruise Generator repair kit! Fast!" (like a nanobot for cruise drive)
"Roger"
"Repairs completed. Let's get outta here."

or....
Quote:"Disable his cruise engines amigo. Leave him stranded here in Omega-41...to die slowly by radiation poisioning."
"We've taken down his Cruise generator, senor"
"Heheh. Good...let's see him get out of THAT!"

Bounty hunter then races, on impulse and afterburn to get to a friendly base or jumphole before the radiation gets to them. Will they outsmart the Corsairs and survive? Who knows!?

Disabling Cruise engines would allow a lone ship to "limp" out of the system on impulse, or enginekill+afterburn.

I think we should leave basic impulse drive well alone, though.

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