Probes & KB

Discussion / Announcement area for Dark Nebulae Core development.
spideycw
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Post by spideycw »

The higher your KB the better the scan range on a probe you deploy should be
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asheron2k
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Post by asheron2k »

wrong forum... thats a code change(good idea though)
Last edited by asheron2k on Sat Apr 28, 2007 11:45 pm, edited 1 time in total.
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Adam4
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Post by Adam4 »

I dont think it would turn weed into a prober /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

Spidey however...the scout whore, it would suit perfectly.
KGJV
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Post by KGJV »

lol

While you're at it:

the higher the comm KB, the faster investments are done (or cheaper) !

the higher your KB, the better the scan range of your ship !!

the higher your KB, the lower the sig of your ship !!!!

the higher your KB, the better the tracking of your missiles !!

the higher your KB, the better the agility and/or accel of your ship !!

the higher your KB, the better your ship hull !

etc ...

While not scale almost everything with KB and call this AllegKB or whatever ? /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
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madpeople
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Post by madpeople »

or just have kb like special credits, you get a kill, you get a credit, or call then upgrade points.

you can then choose to spend them on making your ship faster / stronger / more powerful guns / smaller / less sig / more scan / faster shield regen / more shields / more missiles / more mines (dispenser) / more ammo / [insert property you can change in ICE here]

of course, i don't think it would be a linear thing. perhaps you got the upgrade points in the same way as you get kb - 1kb = 1 upgrade point.

so you could choose to put them all in damage and have the same as normal kb.

and dieing clears everything naturally
Last edited by madpeople on Sun Apr 29, 2007 11:23 am, edited 1 time in total.
Jonan
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Post by Jonan »

With persistent campaigns it cuold be pretty interesting, what with the handful of whores with maxed kb standing in for capships.

Campaigns mut have been discussed to death too?
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aarmstrong
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Post by aarmstrong »

KGJV wrote:QUOTE (KGJV @ Apr 29 2007, 06:04 AM) the higher your KB, the better the scan range of your ship
This was my idea - you stole it!

Seriously though, it's quite dangerous to go scouting late in the game with a massive KB. So I think it's only fair that your scout has an extra 40% scanrange.
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terrenblade
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Post by terrenblade »

So, what if the KB bonus was linked to the ship type?
Scout: Scan and sig
Fighter: Damage and rip speed
SF: damage and [energy regen or max energy]
Int: Damage and sig
Bomber: damage and acceleration
Turret: damage and [AoE or ammo drain]
Rip scout: max energy and energy regen
Pod: top speed and sig penelty.

Would be intresting, and more usefull then a 30KB nanite
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madpeople
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Post by madpeople »

nothing in ICE defines "this ship is a scout"
strike700
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Post by strike700 »

aarmstrong wrote:QUOTE (aarmstrong @ Apr 29 2007, 08:06 PM) This was my idea - you stole it!

Seriously though, it's quite dangerous to go scouting late in the game with a massive KB. So I think it's only fair that your scout has an extra 40% scanrange.
How is scan range going to help? Scouts should have +% modifier to SPEED.

Ah shea.

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