Minor Fixes

Any suggestions or ideas regarding cruiser command
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WhyteDragon
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Minor Fixes

Post by WhyteDragon »

Energy Transfers
Anyone currently playing Cruiser Command can say without much doubt that Ionic Transfer will be the transfer to get right now. On top of the incredible speed bonus, it also provides a whooping 350 energy as compared to the 250 and 150 energy from nanite and plasma transfer. Furthermore, when provided a wraith, a single Ionic Transfer will practically boost a wraith right out of the hanger up to 600 energy instantaneously, allowing it to immediately hunt down a miner for a kill within the minute.

Change Suggested: I would suggest changing it such that Ionic Transfer gives 150 energy while Plasma Transfer gives 350 energy instead. The speed bonus from Ionic is already incredibly powerful in the small ship game, even before the additional 200 energy it will offer. Plasma Transfer, on the other hand, is pitifully underused and could use a bit more incentive for usage.



Piranha Missiles
I know it's been suggested before, but let me clarify the issue once more. It is very easy to creates millions of Piranha Missiles for battlecruiser usage in seconds. With a good reloader, a battlecruiser vastly underteched can still easily match DPS with an enemy because of the pure DPS of three 100/100 damage missiles a second (~300/sec), which outpaces even a fully upgraded Penta Burst (~240/sec).

Change Suggested: A system where Piranha Missiles are prepared on a stock basis like Repair Stations, say a maximum of 30 for five good salvos of 6 missiles on an emergency note, or failing that the addition of a cooldown timer on the purchase ability of, say, 0.5 seconds. By holding the button down, you can easily craft thousands of the missiles in a minute as it appears you can make approximately 10-20 a second at full pelt.



Counter-Missiles
I honestly feel as if this small ship item is underused. I'm willing to bet a lot of people don't even know what this thing is. However, for what it does, it's something that I feel should be allowed to be implemented readily as a part of small ships.

Change Suggested: I would recommend making Counter-Missiles free. The preparation of these items would clearly be a nuisance as you have to manually load them into each ship upon each embark, creating a larger amount of work for the deck hand to deal with and diversifying his task load. Furthermore, it would also add much more depth to the game play for small ships to work with the careful usage of these anti-projectile consumables. Miners would only be able to use a select amount due to cargo space, presumably two due to the four mineral types, so it's not such a situation where they'll simply stockpile them up to hell and escape at every chance. It will most likely be used between combat ships.



Miner Wrapping AI
One too many times I've had a miner wrap the map at the beginning of the game onto the enemy battlecruiser's mining field. A wraith would promptly show up and then the miner would attempt to turbo boost away from the wraith and into the enemy battlecruiser, dying shortly after. Also, you're probably aware that miners currently do not work well with the map-wrap disabling currently.

Change Suggested: Please make it such that miners will do a distance check from themselves to the BC in terms of X and Y coordinates before turbo boosting. In the case that either the X or Y lengths are larger than the width or height, draw the point from X(+-) and Y(+-) map length instead, depending on if the X and Y coordinates for the battlecruiser are either greater or smaller than the miner's coordinates.
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Siretu
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Re: Minor Fixes

Post by Siretu »

I agree with all of these changes.
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Caladbolg
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Re: Minor Fixes

Post by Caladbolg »

add 3 seconds delay to launching infiltrator from the enemy BC. during these 3 seconds, your marine cannot attack, use items (nanodoc gloves) steal resources or move.

This or ban whyteDragon from infiltration.
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Sky
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Re: Minor Fixes

Post by Sky »

Caladbolg wrote:add 3 seconds delay to launching infiltrator from the enemy BC. during these 3 seconds, your marine cannot attack, use items (nanodoc gloves) steal resources or move.

This or ban whyteDragon from infiltration.

Would it be possible to make the infiltrator use the hanger bay consoles like everyone else without being able to access the team's ships?
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Re: Minor Fixes

Post by Siretu »

My original idea was to make it impossible to leave the enemy BC without hacking the hangar console and launching either the infiltrator (which would be in the enemy's hangar) or an enemy ship.
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Re: Minor Fixes

Post by zakhennahr »

Infiltrator trade for a destroyer. That sounds like a ton of fun, to be honest. (I would steal the wraith)
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Re: Minor Fixes

Post by Red-Rocket »

3 seconds of not being able to do anything inside...actually it should more like be a 5 second CD before you can infiltrate a BC, its pretty broken, you can fight and when you get low health just fly out, then when they go to weps to shoot you can redock, full health both ways
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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WhyteDragon
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Re: Minor Fixes

Post by WhyteDragon »

Red-Rocket wrote:3 seconds of not being able to do anything inside...actually it should more like be a 5 second CD before you can infiltrate a BC, its pretty broken, you can fight and when you get low health just fly out, then when they go to weps to shoot you can redock, full health both ways
... is this seriously how people have been trying to fight my infiltration?

There are such better ways you know. xD
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Re: Minor Fixes

Post by Red-Rocket »

cant 1v1 an infiltrator xD they are well prepared (in a way) and didnt have the resources to put a drone on weps console
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Re: Minor Fixes

Post by WhyteDragon »

An infiltrator will almost always come in with a frequency nullifier, meaning that the bonus from Nanodoc Gloves will be mostly negated. All you have to do is mirror the usual infiltrator equipment and there is no 'advantage.' Then you can patiently wait for him to leave or die. Assuming this '1v1' which is HIGHLY unlikely. :P

The infiltrator, assuming both sides get to be as decked out as they want, always has a disadvantage in a '1v1' fight. If you have team mates, there is a way to make use of them to stop the infiltrator -- something that required a good number of resources to set up, I might add. :P

Not saying infiltration couldn't use a launching period. But overall, I kinda feel like you're saying wraith is OP for the same reasons you'd say a wraith is OP against a miner. Nobody ever turns to defend themselves properly is all.
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