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Posted: Fri Aug 19, 2011 9:49 pm
by rixo
I was playing Allegiance one day and ended up nanning a bomber. I started thinking about tactical tech paths as a pass time for the travel and imagined a stealth ship with a nanite gun that takes the enemy apart, and possably, forcing them to empty thier cargo slots. Leave comments and/or other ideas. ^_^

Posted: Fri Aug 19, 2011 10:37 pm
by Alien51
Forcing them to empty their cargo is most likely a code change. So that would be difficult to do.
Would be cool to have a type of 'drill' gun, which is possible.
Something short ranged, and with a huge projectile size. Also I think a core or 2 has something similar to this, but for anti base stuff.
EDIT:
Also, 'Nanite Corruption Gun' is a weird and misleading name.
Posted: Fri Aug 19, 2011 11:32 pm
by Andon
Either way requires a code change. Nanites bypass shields because they do negative damage. You can fiddle with that to make them do positive damage (Multiplying negatives together), but then Alleg doesn't check the target's hull amount and doesn't kill them if they're below 0. Doing other stuff... Well, yeah. Definitely a code change.
Posted: Sat Aug 20, 2011 1:15 am
by Zero_Falcon
Anything with code changes is going to be VERY hard to implement :/
And that's why many of us are repeating above statement over and over.
Posted: Sat Aug 20, 2011 1:34 am
by Psychosis
this falls into 1 of 2 categories, a shotgun or a code change
the previous while interesting probably won't see much action unless you can sweet talk night into doing it
the latter.... HAHAHAHAHHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAH
Posted: Sat Aug 20, 2011 2:09 am
by Defiance
my belief is, if alien says he liked the idea, then its already Dead on Arrival if presented to night...
a stealth ship and a nanite gun that takes army apart...sounds like a stealth fighter with snipers loaded...and when people get blown up, their cargo already gets dumped...
SO..why do we need to reinvent the wheel? can't blow up someone else's ship without dying now?
Posted: Sat Aug 20, 2011 2:18 am
by NightRychune
response 1: blowing up someone's ship is too harsh and we have to make it more friendly
response 2: your mom's an interesting idea
Posted: Sat Aug 20, 2011 7:08 am
by Zero_Falcon
Rixo, guns also take apart ships by eroding the armor down and when the ship explodes you've got pieces of it here and there and everywhere - there, you've taken it apart!

And as Defi said blowing them up also causes them to lose some of their cargo or whatever they're using.
But on a more serious note, if you don't have a real good idea of how the gameplay mechanics work around here you're more likely to suggest ideas that don't suit Alleg... in turn, vets won't take those ideas seriously. In fact, they'll be annoyed. 'Little knowledge is a dangerous thing'.
I remember once, a newbie suggested a zombie-type faction who fired harpoons and drained their target's energy with the cables joining the harpoon and the zombie ship. But that would take the
skill out of this skill-based game (and not those stupid RPG 'skills' that involve no skill at all) because you will only need 1 hit.
And it would also require a code change because it's something that doesn't resemble any feature already present in Alleg.
And iirc he got flamed...
From experience; starting as a newbie, you'll have to work your way up the ranks of knowledge (and that of the community) before trying anything big, like forming a squad. <----For this Lykourgos says you will need at least 2 years.
Posted: Sat Aug 20, 2011 9:46 am
by Duckwarrior
No chance if code is required.
Eleven years in and we still haven't even fixed the Flex-Gene analysis system.
Posted: Sat Aug 20, 2011 6:06 pm
by Alien51
Where could I see a shotgun type gun useful?
Maybe a turret on destroyers, or similar non-combat orientated capships. Like Attack Carriers, Freighters, or Assault Ships.
Maybe even Troop Transports.