After dinking around in SP mode on the Ravine, I remembered that there are no mines, CMs, or a shield for the Nomads.
As the Keepers are a PURE RP faction, I think that there needs to be equipment they can use to maximize their Nomadness. So, I propose 3 new equipments.
Quote:NOMAD COUNTERMEASURE
Similar to the human CMs, but instead, it has has a purple glow, instead of the yellow. Also possibly purple model instead of the grey/whatever that we have now. Either no model, or the human CM model, with Nomad Jelly Effects, IE blue, jellylike, see through.
Quote:NOMAD SHIELD
Has 14000 energy, which is more than any non-keeper player shield has. Shield has no type, IE all weapons do 100% damage, with no advantages, or disadvantages. Shield Gen is invisible, or something funky, like a glowing purple blob.
...Oh stop whining! The Nomads are supposed to be an advanced race! Their defensive capabilities should be above our own.
Quote:NOMAD MINE
Similar in strength to the Nuclear Mine, but uses the projectile head from the Nomad weapons, the purple spark-thing. Explosion is the Nomad Torpedo explosion effect.
Again, these are just ideas. Not the full fledged thing. And seeing as Nomad RP is one of the MOST responsible RP's you can get, I think they need to have as much inRP things on their ships. Keepers would NOT be running around with Mines, CM's, and shields of Human Manufacture.
Please, use this to HELP better my idea, and not shoot it down like a nonplayer fighter in the game 1942.
While being quite funny, your sig was the biggest one i've ever seen so far. No more than 700x250 please. ~utrack http://pastebin.com/SYQXBufs
Tiberius Walker, putting flames out and being awesome since Apr 13 2008
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Just as a note. The Nomads aren't necessarily more advanced technologically . They are biological enties therefore they are more EVOLVED then us. However the humans have access to the Valhalla site which was left originally for the nomads.(if you follow that course of Sirius History).
The reason they aren't given shields is because they are quite strong enough without them. Between the Nomad guns and their small ship size its a hassle to take down a keeper. Giving them super advanced shields would almost certainly one side the battle permanently. Now if you want to make a somewhat weaker version though not ridiculously weak one. Then I would be all for it.
CM and Mines are OK though I don't relish the Idea of them getting something of the same damage level as the nuclear. But that doesn't mean I am against it. Definitely, fine with the Counter Measures.
I may be wrong in all of this, but most of this is based off of my personal experience from engagements with the Keepers in the past. Also there isn't really a way to show the physical repercussions of shield failure in a biological entity. (they are living remember not technology and such. They assimilate DNA and genetics to adapt.)
Still though... I think that CMs/Mines are a little unnecessary... Something the equivalent of explosive diarrhea (mines) and bio-magnetic poo (CMs)... Which is sort of weird considering. These are biological organisms we're talking about.
what is so hard about it to simply copy paste a shield? - make a shield that is neutral to damage and has the same power as the lvl10 human shields - those shields have been tested for a long long time and are balanced.
if you don t WANT to do that - give them a copy of the marsflyer shield, graviton, lower max shield, but faster recharge.
anything else will call for balancing ..... for basicly no reason.
about the other equipment, copy paste it from what is in use already - give it a nice effect and you re done. - there is NO need to figure out different stats.
I'm with Jinx on this one (SURPRISE, that never happens:laugh:), give a fresh texture/effect job to the equipment but keep it the same. It keeps variables out of the balance nightmare, and if you try to nerf things too much for whatever reason like the all too common "nomads aren't advanced hurrrr" then you end up with what we have this mod, which is Nomad ships mounting train CDs since the Nomad CD is... well, useless. It can't stop fighters that know what they're doing, much less the rampaging horde of capital ships that conveniently log on whenever the Keepers do.
Copy/paste current class 10 shields/Enh or Hvy CM or some hybrid of them/Nuclear mine and give them a new blue or transparent texture job, change the weapon effects, and stick them on the Ravine (and preferably Hirschfield too, Wild can't even buy ammo right now).