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Posted: Fri Aug 06, 2010 12:57 am
by Jimen
phoenix1 wrote:QUOTE (phoenix1 @ Aug 5 2010, 07:56 PM) through the aleph
Res delay? 15 seconds. Prox lifetime? Also 15 seconds (plus the 4 second activation time). HMM I WONDER HOW THAT COULD BE APPLIED TO PREVENT SHIPS FROM ESCAPING THROUGH THE ALEPH
Posted: Fri Aug 06, 2010 3:44 am
by Mastametz
I'd make aleph res one and two both two-sided and up the effective ranges on both of them, make res 3 one-sided and up the effective range even further.
Posted: Fri Aug 06, 2010 8:45 am
by Hellsyng
So...
Current: 1k, 2k, 3k
New: Doubled, Doubled, Death?
Posted: Fri Aug 06, 2010 9:16 am
by Mastametz
As they are now aleph res are almost completely worthless as it is so easy to either boost or rip our of their effective range. I want aleph res 1 with 2k two-sided range, aleph res 2 with 3k two-sided range, aleph res 3 with 4k one-sided range. Seems reasonable to me.
Posted: Fri Aug 06, 2010 10:44 am
by SouthPaw
If res 1 and 2 have 2k and 3k two-sided range respectively, the res user (usually bomb run) has a lot further to travel before entering the target sector.
I suspect that this would not solve the problem of the d ripping or boosting:
Defending Ints boost for their green door, if they get podded by the res they float to dock, launch and boost to intercept the bomber that may not even have entered yet.
Figs rip elsewhere, dock and transfer bases.
Scouts... well, they rip, dock change into figs/ints and transfer. So I guess you will clear a prox camp...
Posted: Fri Aug 06, 2010 12:22 pm
by ThePhantom032
Forget it next time I read before posting
sigh
Posted: Fri Aug 06, 2010 1:43 pm
by DasSmiter
I'd like to see either a full conversion (only aleph res is 1 sided aleph res) or an aleph res that's linked to Res1/2/3 for 1 sided (although that will clutter up the menu when trying to get to the res3 1 sided version)
No reason to make the res situation messy
Posted: Sun Aug 08, 2010 7:17 am
by aptest
While we are discussing this here is a spin-off which might be a stupid idea, but how about:
fake aleph res.
it has all the bells and whistles, but not the big explosion at the end.
purpose:
normally you res to clear the defenders from the aleph but then you're stuck because they get back to the aleph as fast as (faster) than you(r base-killing ships). You can't use the aleph because then you're killed by the aleph res.
a fake aleph res puts the defenders in a bind. They can flee, in which case you just storm the aleph while the res animation is still in effect (because it's fake and it won't kill your sbs), or stay, in which case maybe it's not a fake res and you storm the aleph while they are podded and floating home.
advatages over one-sided res:
1) you can sneak in while the animation plays.
2) if I understand how allegiance is built, this should be technically simpler to implement.
Posted: Sun Aug 08, 2010 2:23 pm
by FreeBeer
The one-side aleph res is already implemented (according to Kage, I believe).
Just to point out: the fake res wouldn't deal with prox/caltrop/towers and pilots who didn't get out of the way or were mesmerized by the swirly circle.
Posted: Sun Aug 08, 2010 2:28 pm
by notjarvis
Of course the "fake" res would be trivially easy to implement too. Just create one with the damage at 0 in ICE
Not sure what advantage is over the one sided one (except you can slip through before it even goes off witha fake one...)