Silly ideas
Actually, decoy constructors and/or stations would be kind of cool. Cheap, and you can't actually USE them (and they don't give any tech) but the other team won't know that (at least not immediately...)raumvogel wrote:QUOTE (raumvogel @ Aug 5 2009, 02:47 PM) Someone suggested a slow moving probe ship.No one ever probes enough (I try to do it when I can,but everytime I try,my miners end up dead).It could be made so it can be ripped to and defended.
Oh,and "fake" stations that look like tec bases,but turn out to be a McDonalds.![]()
Decoy tech bases could provide no tech, but still act like ops. Decoy ops and TPs would look just like the non-decoys, but be nonfunctional.
Longtoms on Lxy Scouts.
TakingArms wrote:QUOTE (TakingArms @ Aug 9 2009, 07:15 AM) it's interesting how politics turns ordinarily funny, kind-hearted people into vicious, hateful attack mongers. Except IB, he's just always that way.
People just take stuff too seriously I think. Except IB, of course.
Keep it in here for now. If a really good discussion gets going on how to balance & implement "fun" tech then I'll clean up and maybe sticky. I think eventually we'll get to the point where we start looking for new and fun stuff to put in and it would be nice to have some well thought out ideas. Right now our focus is on changes to SY though.Vlymoxyd wrote:QUOTE (Vlymoxyd @ Aug 5 2009, 03:45 PM) Well, this thread isn't about what I wanted it to be. Can we split it into 2?
I'd like my idea of a sticky thread to be used to hold all the ideas.
Just an FYI: This was used in both Bacon core and RPS Core. You would build your fake outpost or whatever on a rock and it would just turn into a probe. It was damn interesting - but they had to be cheap enough to make them worth buying instead of regular cons - which led to them being spammed at a rather unhealthy degree.Sushi wrote:QUOTE (Sushi @ Aug 5 2009, 04:34 PM) Actually, decoy constructors and/or stations would be kind of cool. Cheap, and you can't actually USE them (and they don't give any tech) but the other team won't know that (at least not immediately...)
Decoy tech bases could provide no tech, but still act like ops. Decoy ops and TPs would look just like the non-decoys, but be nonfunctional.
Essentially - good idea but hard to balance
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.
Interceptor pods - heavy hull, booster 3 pods that consumes O2 instead of fuel at a rate equivalent to a lightbooster burn. (ie 200ms pod). For the Kamikaze retribution players who just have to make their rams count.
Stealth pod - Cloak mounted pod that consumes O2 at same rate as energy is consumed for Sig3 cloak. For the KB lovers/savers.
Fighter Pod - mounted with Gat1 and consumes O2 when gun is fired.
XRM Aleph anti-resonator missile - Opposite effect to aleph res. Heals all ships and boosts shields. Specially designed for Yiggs.
Stealth pod - Cloak mounted pod that consumes O2 at same rate as energy is consumed for Sig3 cloak. For the KB lovers/savers.
Fighter Pod - mounted with Gat1 and consumes O2 when gun is fired.
XRM Aleph anti-resonator missile - Opposite effect to aleph res. Heals all ships and boosts shields. Specially designed for Yiggs.

