Gunship suggestion to go with the shipyard

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Adept
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Post by Adept »

I find gunships problematic on several levels as they are now. In practice they are bios only, and the beefed up skycaps and their high boosted speed makes them both versatile and formidable.
After bugging several vets for their thoughts on the matter, I'd like to submit the following for consideration.


1) Move Gunship research to garrison

2) Tie the skycaps to shipyard. When you don't have SY, a gunship is armed with ACs. Get a sup and you can have better ACs, get a SY for skycaps.

3) Change things back so that a gunship pilot only has dual gats like a bomber pilot, the exception beging a Rix gunship which should keep the mini-AC.

4) Tie hunter to Tac, so that gunships (and bombers, 'vettes and 'stangs) only get hunters when a Tac goes up.

***

The good idea with heavy scouts is the double space for deployables. I'd scrap the heavy scous, and add the double slots to the adv scout. We should also probably move Nan 2 to starbase, and maybe even remove it from the treasure list.
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Xeretov
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Post by Xeretov »

QUOTE We should also probably move Nan 2 to starbase, and maybe even remove it from the treasure list.[/quote]Nan2 is already in Starbase.
spideycw
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Post by spideycw »

Adept wrote:QUOTE (Adept @ Jul 28 2009, 12:36 PM) 1) Move Gunship research to garrison

2) Tie the skycaps to shipyard. When you don't have SY, a gunship is armed with ACs. Get a sup and you can have better ACs, get a SY for skycaps.

3) Change things back so that a gunship pilot only has dual gats like a bomber pilot, the exception beging a Rix gunship which should keep the mini-AC.

4) Tie hunter to Tac, so that gunships (and bombers, 'vettes and 'stangs) only get hunters when a Tac goes up.
So gunships will become bombers that can't kill bases unless you have a shipyard in which case you get skycap? This makes no sense
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Pedowich
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Post by Pedowich »

What would make slightly more sense would be to move GS to garr, and have skycap or an equivalent GS-equipable gun in Starbase. Bios need to research 2 separate (but still simultaneous) techs to get the uber early game SC GS. Other factions (say, Giga) could get early game AC GS if they are so inclined for early D.

I still think this is a silly idea, but the above might be a more reasonable approach.
BASE CAPTURED!
SP4WN
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Post by SP4WN »

You remove nan2 from treasures I will stab all of you repeatedly, re-repeatedly, re-re-repeatedly, with a nan2 just like in that nice picture. Except im going to be stabbing you somewhere else?

mmk good.
uberkill
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Post by uberkill »

I LOVE MAI NAN2! DO NOT REMOVE IT FROM TREASURES OR I WILL NAN YOU TO DEATH!

(CAPS FOR EMPHASIS - REAL MEN USE SHIFT!)
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Adept
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Post by Adept »

spideycw wrote:QUOTE (spideycw @ Jul 28 2009, 07:56 PM) So gunships will become bombers that can't kill bases unless you have a shipyard in which case you get skycap? This makes no sense
:unsure:
Well, that's pretty much how they used to be, but let's look at the differences.

Max speed is 80 instead of the bomber's 60, with agility and acceleration that are way above a bombers. Gunships also mount lite booster, which means they are pretty damn zippy. They'd still be quite useful for defence, especially if one takes away the price/ship.

(They seem to have a longer riptime than bombers for some reason)

The price would probably have to be adjusted down.
Last edited by Adept on Tue Jul 28, 2009 5:45 pm, edited 1 time in total.
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lexaal
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Post by lexaal »

Do you mean AC towers but price 1$?
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Adept
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Post by Adept »

I meant GS being a free ship once researched, and maybe taking something away from the 10k price tag.
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SpaceJunk
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Post by SpaceJunk »

Call it gunboat and give the pilot nan guns, so con/miner escorts can carry some newbies to shot at things.
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