'Slow' mode

Any suggestions or ideas regarding cruiser command
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WhyteDragon
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Re: 'Slow' mode

Post by WhyteDragon »

We already have five different types of kinetics, three different types of lasers, broadsides, small ships, yamato cannons, infiltration, and missiles.

Weapons are not the issue here.
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Red-Rocket
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Re: 'Slow' mode

Post by Red-Rocket »

five? those are upgrades, we only have 2. Lasers arent different types just more bursts, small ships...im talking about BC stuff singularly.
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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WhyteDragon
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Re: 'Slow' mode

Post by WhyteDragon »

BC only? Fine, subtract small ships and infiltration -- though frankly, those make an absurdly big difference even if you won't recognize it. We can even just call it lasers and kinetics rather than all the branching possibilities.

That still leaves lasers, kinetics, broadsides, missiles, and yamato cannons. The usage of all of those takes at least three people, not including power which would make four, leaving only a couple of people untasked -- however, typically you'll want either miners out and ready or people readily repairing or people reloading missiles. So frankly, there will nearly always be tasks for people on the BC currently, those tasks even changing if you begin to consider the plausibility of small ships and infiltration.

Instead of insisting upon it Rocket, can't you just give us the reasoning, should it exist, behind this idea..? Frankly, the reason I end up contesting a lot of your suggestions is because you simply suggest things for the sake of suggesting them when it doesn't really appear to contribute to visibly contribute to the actual game. We could easily ask Siretu to make asteroid showers, incoming zerg or protoss fleets that attack, parasites that invade your battlecruiser, missiles that disable weapons or engines, additional weapons, extra storage space, additional weapons consoles, battlecruiser to battlecruiser boarding, an additional resource type, blackhole technology, warp drives, cruiser scanners, attack drone missiles, grenades, EMP grenades, sniper rifles, blockades, shortened kermiculite spawn timers, jail cells for infiltrators, weapon capacity draining missiles, but why? There are millions of ideas that could be implemented, yet not all of them may be suitable.

Slow mode is fine. By Calad's energy suggestion it creates a situation where rushes become far more difficult to enact yet creates a situation where the battlecruiser fights remain mostly unchanged, and are simply delayed. It addresses rushes to force the game to be a bit more prolonged, which appeals to a particular palette.

The weapons specialist already has to deal with aiming, switching between weapon types appropriately, coordinating with navigation to aim missiles, and judging enemy shields and utilizing various laser bursts accordingly. That is a good degree of effort for what many call one of the simplest positions in the game.

I understand you like to make suggestions in order to receive criticism, but perhaps you could consider just for once offering us some logic behind it all? Can't you give some deeper justification behind why it should be implemented other than "I don't feel it's complex enough," which could be described as more of an opinion than a justification?
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Red-Rocket
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Re: 'Slow' mode

Post by Red-Rocket »

:oops: I viewed the suggestions box as suggestions, does it really matter?
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Sky
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Re: 'Slow' mode

Post by Sky »

DumbMarine wrote:http://cruisercommand.com/forum/viewtopic.php?f=6&t=334

*laughs* You used his own words against him. That's too funny.
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