Silly ideas

Development area for FreeAllegiance's Community Core.
zombywoof
Posts: 6523
Joined: Mon Jul 14, 2008 4:59 am
Location: Over the Rainbow

Post by zombywoof »

Will it also have Recall and Stasis?
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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.
Makida
Posts: 1793
Joined: Tue May 08, 2007 12:04 pm
Location: Canada

Post by Makida »

Base Resonators. They're like aleph resonators for when your base is camped.
Alien51
Posts: 790
Joined: Fri Nov 02, 2007 5:28 pm
Location: Florida

Post by Alien51 »

Why are Towers' and Caltrops' productions limited? It'd be kewl to see them guarding more than just alephs... Such as He3, or perhaps even, BASES! Imagine that!!! Such a revolutionary idea as to have static BASE defenses!
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Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

You can manually order towers/caltrops to build anywhere you want. Actually a lot of new commanders will accidently build them in the middle of a sector trying to send them to a waypoint.
Vortrog
Posts: 1902
Joined: Tue May 03, 2005 7:00 am
Location: Sunshine Coast, QLD, Australia

Post by Vortrog »

For those who believe that if you own the map and are not GT, your economic domination should give you the right to win with....

SystemRes1
"when your godlike command skills demand more respect than all the advanced tech in the world you could have, you deserve SysRes3!.
for the measly price of 100,000 cr its the ultimate fire and win weapon, destined to make those Int whores curse your lameness into the next Millenium.
just buy, load up your bomber and fire into that pesky aleph where all those naughty shippy things keep annoying your team from, and you can enjoy the flooding of all chat with some of the best curses known in allegiance as you win the game.
As a special bonus, we will code it to destroy Yiggs wherever he may be...even on another server"

My next product in development will be SysXres1...I wonder what it will do :P
Last edited by Vortrog on Tue Aug 11, 2009 5:28 am, edited 1 time in total.
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zombywoof
Posts: 6523
Joined: Mon Jul 14, 2008 4:59 am
Location: Over the Rainbow

Post by zombywoof »

Alien51 wrote:QUOTE (Alien51 @ Aug 10 2009, 09:53 PM) Why are Towers' and Caltrops' productions limited? It'd be kewl to see them guarding more than just alephs... Such as He3, or perhaps even, BASES! Imagine that!!! Such a revolutionary idea as to have static BASE defenses!
This is hardly revolutionary and quite common for TF since they have skycap turrets by default. Lots of times you'll see skycap turrets defending against SBs, especially since the turrets are quite good at shooting down missiles (say, AB missiles?)
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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.
Weylin
Posts: 669
Joined: Fri Mar 17, 2006 8:00 am

Post by Weylin »

If the following was ever added, I could create the Homeworld core;

Cloaking Field - All ships within the radius have a significantly lowered sig. Perhaps giving it a soft edge so that out of the 100% range, it starts to rapidly lower.
Defense Field - Secondary ship device that eliminates nearly all inbound projectiles shortly after entering, only missiles are able to get through totally. Ships could still attack at close range, but a projectile would be destroyed much more quickly while in the field. A fig, for example, would suddenly have a 300-200meter range.
Defense Laser - Operated by a pilot, it has the same function as the Field, but more directed. It could cancel out 80% of a targets non-missile damage output.
Drone Field Deployer - Held in cargo until it's needed, at which point a large number of automated turrets deploy in a spherical fashion around the ship and shoot at the nearest target. When the drones are destroyed, the on board factory creates more. The drones can be recalled back into the ship to be repaired.
Drone Mine Deployer - Rather than deploying short lasting minefields, this would drop small seeker drones that begin to chase down ships once they get within a certain range, say 300m or so. The mines explode on impact doing heavy damage.
Alien51
Posts: 790
Joined: Fri Nov 02, 2007 5:28 pm
Location: Florida

Post by Alien51 »

phoenix1 wrote:QUOTE (phoenix1 @ Aug 11 2009, 04:44 AM) This is hardly revolutionary and quite common for TF since they have skycap turrets by default. Lots of times you'll see skycap turrets defending against SBs, especially since the turrets are quite good at shooting down missiles (say, AB missiles?)
It was sarcasm. :P With the limit in place it drastically reduces what you can use them for. Don't see much point in it... If they all cost money, why limit the production?
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DasSmiter
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Joined: Mon May 23, 2005 7:00 am
Location: Stillwater, Oklahoma

Post by DasSmiter »

Because each builder takes up another slot in the construction screen :)

Also Fake Res was what I was going for, but I'd hate to run into a prox that someone left behind.
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MashMellows
Posts: 61
Joined: Fri Sep 14, 2007 3:42 am
Location: rainforrest

Post by MashMellows »

Static EMP mine that drains energy/shields.

It would be a deployable like a probe(with low/same sig), but remain for a few minutes and detonate if enemy craft within 500m.
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