Tracktor beam - accelerate

Any suggestions or ideas regarding cruiser command
Post Reply
madman
Member
Posts: 6
Joined: Mon Oct 29, 2012 6:00 pm
Wiki edits: 0

Tracktor beam - accelerate

Post by madman »

Another tracktor beam ability ( navi console ) :
Push button, select object , select direction, result: the object is accelerated VERY fast in the chosen direction.
You could use this to throw rocks at the enemy bc, or accelerate enemy ships away on the final battle or throw rocks at enemy small ships.
LordDragon
LoCC
Posts: 114
Joined: Sat Aug 25, 2012 5:00 pm
Wiki edits: 0

Re: Tracktor beam - accelerate

Post by LordDragon »

It's a good idea. Of course, I'm sure there are many technical challenges involved in making it a reality. In most games, the tractor beam is more of an afterthought- giving a 4th crew member reason to be on deck during BC engagement. The push/pull ability to prevent small ships from docking/repairing gives a slight edge: removing them first lowers enemy DPS and leaves their crew confused and shaken. However, since most players would rather fly a combat ship themselves (save to try the beam out 'just this once') it is rarely used.

Being able to target asteroids, and choose their vector - now THAT would make it a viable tool. I can see people constructing asteroid barriers to mitigate incoming fire, or (as you suggested) hurling them at enemy vessels - both BC and small ships alike. Also, this would let a quick-handed tractor beam operator snag those early flying kerm. rocks and plant them neatly in front of the BC for easy mining. I'm not sure how far the effect of this would reach, but it beats the hell out of trying to crash your miner into them at an opposing vector!
Racism Minerbane
Member
Posts: 43
Joined: Mon Dec 24, 2012 6:00 pm
Wiki edits: 0

Re: Tracktor beam - accelerate

Post by Racism Minerbane »

I stand by this, just make it shoot the target forward like 500 paces like the forcestaff in dota.
User avatar
Siretu
Creator
Posts: 1019
Joined: Sat Jun 16, 2012 5:00 pm
Wiki edits: 115
Location: In the SC2 Editor
Contact:

Re: Tracktor beam - accelerate

Post by Siretu »

Version 1.01 will have a buffed tractor beam in several ways. More force, less energy cost, implemented in navigation console instead of having its own console, cheaper upgrade and no requirement.

I think that is enough to start with. Let's try that out and then we can decide on what to do in a week or so. I would like to add the possibility to spin the locked target left and right, but I'm not sure I got enough buttons on the navigation command card. I could put all tractor beam stuff in a submenu though...
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
LordDragon
LoCC
Posts: 114
Joined: Sat Aug 25, 2012 5:00 pm
Wiki edits: 0

Re: Tracktor beam - accelerate

Post by LordDragon »

I like the idea of tractor beam going to navigation for simplicity's sake - ease of use...whatever you want to call it.

I foresee two problems with it.

1) Navigation is already a HUGE role - pings, broadsides, and (of course) maneuvering and the two specials that accompany that (boost/inert.null). I think adding the tractor beam might make hotkeying in combat a bit overwhelming, and make Navigation very highly coveted.

2) I only ever got tractor beam to give a 4th person a fun and exciting reason to be on the main deck during combat.


That said - I personally think it's a great idea. Having a person sitting on tractor beam is rather....wasteful. There are SO many things they could be doing instead - reloading yam. cannon, reloading missiles, flying a combat ship, repairing hull damage, etc.

Racism Minerbane
Member
Posts: 43
Joined: Mon Dec 24, 2012 6:00 pm
Wiki edits: 0

Re: Tracktor beam - accelerate

Post by Racism Minerbane »

This might fix wraiths diving miners under the BC also if you can shoot miners forward towards the saftey of the cruiser.
User avatar
Siretu
Creator
Posts: 1019
Joined: Sat Jun 16, 2012 5:00 pm
Wiki edits: 115
Location: In the SC2 Editor
Contact:

Re: Tracktor beam - accelerate

Post by Siretu »

LordDragon wrote: 1) Navigation is already a HUGE role - pings, broadsides, and (of course) maneuvering and the two specials that accompany that (boost/inert.null). I think adding the tractor beam might make hotkeying in combat a bit overwhelming, and make Navigation very highly coveted.
I have to walk a fine line here. I tried to move broadsides from nav to weapons console once(because it makes sense) but it was a bad idea and people really disliked it because they thought it gave the navigator too little to do. I think it will be okay right now, since tractor beam is not super important, but future will tell.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
Racism Minerbane
Member
Posts: 43
Joined: Mon Dec 24, 2012 6:00 pm
Wiki edits: 0

Re: Tracktor beam - accelerate

Post by Racism Minerbane »

Let it tracktor beam misstles and shoot them back (Skillshot not guided) and it will suddenly become a very useful console.
LordDragon
LoCC
Posts: 114
Joined: Sat Aug 25, 2012 5:00 pm
Wiki edits: 0

Re: Tracktor beam - accelerate

Post by LordDragon »

I think the broadsides should stay at nav, since their aiming is difficult enough without the need to coordinate. Tractor beam on weapons perhaps? It IS a fine line to walk....
Post Reply