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Discussion / Announcement area for PCore development.
Win98SE
Posts: 47
Joined: Tue Jul 22, 2008 1:25 am

Post by Win98SE »

Hey Phoenix, I want to apologize to you.











Edit: I totally overreacted in this thread.
Last edited by Win98SE on Sun Jan 04, 2015 3:59 am, edited 1 time in total.
QUOTE Failcomm[/quote]
Papsmear
Posts: 4809
Joined: Sun Jul 06, 2003 7:00 am
Location: Toronto, Canada

Post by Papsmear »

When scouts were able to use pulse probes, it did give a nanned and turreted bomb run the opportunity to kill a few defending SFs.
It also gave scouts the ability to hunt SFs & SBs much better then they can now. I'd like to see scouts be able to use PPs again.
I don't know how many games I have played recently where a scout would get podded by an SF with snipers (no missiles loaded) and never get spotted.
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Raven_42
Posts: 635
Joined: Sun Feb 18, 2007 3:22 pm
Location: Scotland

Post by Raven_42 »

The issue with that was that it allowed scouts to go clear the map vs ANYTHING remotely stealthy.

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Raven_42
Posts: 635
Joined: Sun Feb 18, 2007 3:22 pm
Location: Scotland

Post by Raven_42 »

Code change, but if only you could set the central portion of sensor profile to have extra range. Wouldn't let scouts clear omni-directionally, but if they could pick up sniper fire, they could light up the sf.

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kaiser33
Posts: 290
Joined: Fri Apr 25, 2008 6:46 am
Location: Argentina.
Contact:

Post by kaiser33 »

Raven_42 wrote:QUOTE (Raven_42 @ Dec 2 2014, 11:10 AM) Code change, but if only you could set the central portion of sensor profile to have extra range. Wouldn't let scouts clear omni-directionally, but if they could pick up sniper fire, they could light up the sf.
Like a computer that picks up where the incoming fire is coming from and thus deducting where the ship is at the very moment the gun is fired, it would make it virtually visible.
carbon
Posts: 235
Joined: Thu Dec 11, 2003 8:00 am
Location: They ripped!

Post by carbon »

Unidirectional sensor field is awesome idea; maybe uses energy to extend range?
Raven_42
Posts: 635
Joined: Sun Feb 18, 2007 3:22 pm
Location: Scotland

Post by Raven_42 »

And probably would also increase sig.

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ThePhantom032
Posts: 836
Joined: Sat May 09, 2009 11:00 am
Location: Germany

Post by ThePhantom032 »

Just got home after turning in my work.

Gonna start working on this later today.
Still ready to teach anyone who asks nicely whatever they want to know about playing alleg. Contrary to popular opinion I do not eat newbies. Voobs taste much better.
zombywoof
Posts: 6522
Joined: Mon Jul 14, 2008 4:59 am
Location: Over the Rainbow

Post by zombywoof »

Good. Then I shall start working on my Peenix rewrite.
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Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Djole88
Posts: 438
Joined: Wed Jul 10, 2013 11:10 am
Location: Србија
Contact:

Post by Djole88 »

phoenix1 wrote:QUOTE (phoenix1 @ Dec 4 2014, 06:49 PM) Good. Then I shall start working on my Peenix rewrite.
What I for (and from) Phoenix for this Christmas (7th of January):


Vulcan1 to require ac2, Vulcan2 to require ac3
disco1 to require sniper1, disco2 to require sniper2
Hyper to require Afterburner3 and adv gar
Hyper to decrease sig to 1% when boosting

figs, ints and Vangs to be able to mount hyper
basic scouts and adv scouts not able to mount Vulcan

Vangs to be able to mount disco balls, Vangs to mount afterburner instead of boost
Vangs to require a tech base, any 2nd tier ship and adv gar

All of the tech mentioned to require the transciever

Sincerely,
Phoenix fanboy

[msg type='semi-subliminal' target='Phantom032']And P32 to join End Game[/msg]
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