Has anyone ever thought of RP weapons? We have a Mining laser, which has a use, but i'm thinking weapons like Repair guns, (Which ive been told are in-game but only admin given) Scanning lasers, and such.
For RP purposes, i'd love to have a model-less weapon, with the weapon effect like that of a scanner ray, just as an extra RP facet for those of us who don't have weapons to use anyway.
*Points to his -unarmed- nomad morph*
Anyone else think of things that might be nice to have?
A million dollars isn't cool. You know what is cool? A basilisk.
Repair turrets are tricky things. Shoot a ship with full Hull and... boom.
They got a fix for it now I think, but don't hold your breath. They've been suggested many times in the past, and we still don't have them. Maybe that's saying something huh?
I'll be ninja'd but anyway. Repair guns were considered but never implemented, they aren't in Disco. They are possible.
I'm not sure about the scanner thingy, could be a cool visual effect.
I personally had an idea of training weapons. Exactly MR-like (and SN-like) stats, but very small damage and a very visible hit effect, possibly lasting a few seconds.
We would be able to practice without having to respawn over and over again:)Apart from that, it would be pretty useless. Maybe as a target marker, if someone wanted to sacrifice their torp slot.
Only thing I like to see for RP guns is some nomad guns for the morph.
Some very weak nomad guns. It makes no sense that nomad (children or students) have human weapons on their skin.
For the repair guns maybe. They need to have a proper effect on it and need to work in a proper way. So they don't blow up things like nighthawk said.
@Marvin...
Thats what i'm talking about. A range of weapons like training guns, weapons that don't just kill stuff, and visual effects. When i'm scanning someone, i want an effect to show where my focus is, so instead of just circling them, i'm circling them WITH a scanner.
A million dollars isn't cool. You know what is cool? A basilisk.
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Repair guns are there, and with the right server-side software they work. We have them on Disco of Disco. I have to .addcargo them though, since they are not buyable.
Even though I'd support things like training guns, they simply wouldn't be used, because everyone practises with proper ones.
repair guns sure would be nice... something to give the repair ship so we can take away it's 4000 bats/bots. The thing is near impossible to kill because of it's relatively small size, manuverability, and excessive amount of regens. Giving it repair guns would allow it to do it's job, while dropping it down to a reasonable number of regens for it's own personal use.
' Wrote:repair guns sure would be nice... something to give the repair ship so we can take away it's 4000 bats/bots. The thing is near impossible to kill because of it's relatively small size, manuverability, and excessive amount of regens. Giving it repair guns would allow it to do it's job, while dropping it down to a reasonable number of regens for it's own personal use.
How to kill a repair ship:
1x Screamer
1x Supernova Anti Matter Cannon
Repair ships energy is an issue.... it may be able to support a adv. Transport shield, but the drain is so huge that it cant fire a bloody justice MK I while the shield is being regenerated.
Othervise i support Tenacity. Say we drop it to 750 b/b (so it can actually manage to repair something before going "kaboom")
I also think the repair guns should have short range. Like 150-200m. Make them have like a "welding" effect.... some flame burning with "random" sparks flying off. Would look cool.