Stupid Ideas Thread
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takingarms1
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WhiskeyGhost
- Posts: 1014
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- Location: Gulf Coast, guess which one?
How about adding in some interesting weaponry/shielding? Perhaps using some new armor classes for optional shields(or *cough* ablative armor plating for shieldless ships) that can change the effectiveness of the weapons used against it. Then you'd be participating in a roulette when attacking someone, if you have a poor matchup to what type of loadout they use.
In other words, more weapon/armor specialization focus, so things like Fighters/Interceptors/Scouts/Stealth Fighters can perform outside their normal roles to some degree at the cost of being equipped only for that role alone.
(Sort of like how a Stealth fig can equip snipers and make em useless against utl hulls, but would also apply to missiles, and things like Utl would be ineffective against things like scouts/figs/sf/int. If you applied it to different types of shields as well, it could make things even more interesting. With 2 types of armor/shields, you could still load yourself with say, a gun for the hull and a missile for the shields, but it means taking away your damage potential for versatility)
Oh, and a missile interceptor probe for Ints instead of pulse probes. Basically like the Rix combat drones, but they only shoot down missiles (to a varying degree of success depending on its level) and have a scan range of about 1500m.
In other words, more weapon/armor specialization focus, so things like Fighters/Interceptors/Scouts/Stealth Fighters can perform outside their normal roles to some degree at the cost of being equipped only for that role alone.
(Sort of like how a Stealth fig can equip snipers and make em useless against utl hulls, but would also apply to missiles, and things like Utl would be ineffective against things like scouts/figs/sf/int. If you applied it to different types of shields as well, it could make things even more interesting. With 2 types of armor/shields, you could still load yourself with say, a gun for the hull and a missile for the shields, but it means taking away your damage potential for versatility)
Oh, and a missile interceptor probe for Ints instead of pulse probes. Basically like the Rix combat drones, but they only shoot down missiles (to a varying degree of success depending on its level) and have a scan range of about 1500m.
Last edited by WhiskeyGhost on Fri May 16, 2008 7:16 pm, edited 1 time in total.
How about we have a shipyard ship that has very crappy hull, mediocre speed, and insane acceleration. This ship would also have no guns/missiles/shields except for a self destruct button. Once pulled, everything withing 3000m of the ship will be DESTROYED (bases not included, but asteroids yes /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />)
Hey...it's the stupid ideas thread, so this is my stupid idea, no?
Hey...it's the stupid ideas thread, so this is my stupid idea, no?
My god, I used to have hair.
I want a hvy scout, that will mount 2 full AC guns and have a SC turret, with some uber fast shield regen ratio. It can be prohibitively expensive and require lots of supplemental technologies, but it has to be an option. I feel that even rix hvy scouts on DN are a little underpowered.
Another idea i would like to see is a special prox, that deploys around a scout with a radius of 1.2k, so a scout can sit inside it's own prox and just shoot down incoming hostiles.
Here's another one: A special missile that can be mounted by a scout and will get inside cap ship shields and deliver hull damage, sort of a phase shift torpedo.
Also a local ripcord generator, that can be mounted on any rip capable ship, it'll take energy, it'll rip a ship 2k in the direction of travel, maybe it can be a special one time thing, that you can put in cargo or instead of cm or shields.
I also want to be able to mount sig cloak from tac on any scout.
Just beef up the scouts FFS!
Who said i can't have stupid ideas ?
Another idea i would like to see is a special prox, that deploys around a scout with a radius of 1.2k, so a scout can sit inside it's own prox and just shoot down incoming hostiles.
Here's another one: A special missile that can be mounted by a scout and will get inside cap ship shields and deliver hull damage, sort of a phase shift torpedo.
Also a local ripcord generator, that can be mounted on any rip capable ship, it'll take energy, it'll rip a ship 2k in the direction of travel, maybe it can be a special one time thing, that you can put in cargo or instead of cm or shields.
I also want to be able to mount sig cloak from tac on any scout.
Just beef up the scouts FFS!
Who said i can't have stupid ideas ?

Well, I guess you could move the missile GA's to both the tac and the sup, or give Tac AB MRM's or even Stealthy AB missiles that don't raise the sig as much as normall misiles.IB_ wrote:QUOTE (IB_ @ May 15 2008, 09:39 AM) I think missile damage GAs should be in tac, maybe tracking as well, with a slight nerf to hunters.
Why you ask? AB1 sucks monkey balls, especially vs IC/GT. If you have no sup rocks like I did one game, [and sy was off] you are totally $#@!ed.
A few other ideas:
Ablation Shielding: Shields that are tougher then ordinary shields but they don't regenerate.
Divebombers: Bombers with high top speeds but bad turn rates that can't mount anti-base missiles, but use anti-ship missiles with large blast radii instead (I was thinking roughly 500-1000 meters depending on the power of the warhead). Usefull for taking out camps or just to cause a lot upheaval. They can mount Resonaters however.
Gateway Device: Specially for Rix. A TP probe-like device that activates very fast, but only has energy to rip in a single ship.
Ion Booster: Scout speciall. Low accelaration, very high top speed and almost no fuell usage.
Ram Scoop: "Booster" that slows the ship to a crawl, but has a negative fuell usage. In other words, this actualy regenerates the fuell.
Realy silly idea, of which I'm not even sure if it's possible:
Planar Destabaliser: Probe with a very high sector overload value. Dropping one of these imediately overloads the sector.
That's one good way to kill a core.Virex wrote:QUOTE (Virex @ May 27 2008, 07:21 AM) Realy silly idea, of which I'm not even sure if it's possible:
Planar Destabaliser: Probe with a very high sector overload value. Dropping one of these imediately overloads the sector.
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.
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MashMellows
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- Joined: Fri Sep 14, 2007 3:42 am
- Location: rainforrest
Freighter that can drop Pulse Probes, Rescue Probes, Mines and have 1 AC turret /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
And can drop miner/cons!
Phoenix has Assault Miners - aka miners with Assault level shields that can be naned!
And can drop miner/cons!
Phoenix has Assault Miners - aka miners with Assault level shields that can be naned!
Last edited by MashMellows on Wed May 28, 2008 2:10 am, edited 1 time in total.





