Probes & KB
The higher your KB the better the scan range on a probe you deploy should be
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.
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.
Clay_Pigeon wrote:QUOTE(Clay_Pigeon @ May 13 2008, 08:24 PM) can i post a story about my cat flying an elf?
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.
Spidey however...the scout whore, it would suit perfectly.
[img]http://www.freeallegiance.org/forums/st ... erator.gif" alt="IPB Image">
[url=http://pk.dras.us]
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" />
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" />
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
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.
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aarmstrong
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This was my idea - you stole it!KGJV wrote:QUOTE (KGJV @ Apr 29 2007, 06:04 AM) the higher your KB, the better the scan range of your ship
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.

Doing easily what others find difficult is talent; doing what is impossible for talent is genius. -Henri-Frederic Amiel
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terrenblade
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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
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
Mad? Oh yes, quite mad.
Vader shot the nans first.
Vader shot the nans first.
How is scan range going to help? Scouts should have +% modifier to SPEED.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.
Ah shea.
--Strike700
Apparently a California "cabin" is any place more than 4 blocks from a McDonalds.


