I would suggest adding some new items to the construction console:
1. advanced repair kit - costs 15b/15y, but repairs 10x as much bc hull as the "free" one
2. portable energy generator - costs 10y/30b/5g - increase small ship energy regeneration by 2/sec
3. EPFCG - costs 20y/20b/20r - infiltration item similar to C4, only it targets electrical systems instead - disables the BC for 2 seconds (all consoles, all turrets, all AI's (they can't move) - everyone is disconnected and cannot re-connect for 2 seconds) - can be placed anywhere on the enemy BC, and has a 30 second timer.
new construction items
- WhyteDragon
- Yarrr
- Posts: 493
- Joined: Thu Apr 04, 2013 1:33 am
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Re: new construction items
I think some of these ideas are nice, but not quite balanced.slapshot wrote:I would suggest adding some new items to the construction console:
1. advanced repair kit - costs 15b/15y, but repairs 10x as much bc hull as the "free" one
2. portable energy generator - costs 10y/30b/5g - increase small ship energy regeneration by 2/sec
3. EPFCG - costs 20y/20b/20r - infiltration item similar to C4, only it targets electrical systems instead - disables the BC for 2 seconds (all consoles, all turrets, all AI's (they can't move) - everyone is disconnected and cannot re-connect for 2 seconds) - can be placed anywhere on the enemy BC, and has a 30 second timer.
Advance repair kit... At max hull repair upgrades, that's 2250 hull repaired if I recall correctly. For 15y/15b. That seems a bit too easy. Rather, if you were really that desperate for the advanced healing factor I'd honestly suggest doing something closer to 5y/5b for a x2 efficiency for several reasons;
- This is a method of circumventing the typical repair kit shop availability. That in itself already makes it powerful.
- Making this too powerful essentially makes a battlecruiser 'relatively invulnerable' so long as they have repair kits running. Even with just x2, having 6 of these out means you'll be repairing, with the right upgrades, a total of 180 hull per second for a total of 2700 hull. From 6 repair kits. The previous suggestion would have been 900 per second for a total of 13500 hull from 6, all for the cost of less than 100y/100b.
EPFCG... this actually feels misdirected. The purpose of infiltration is supposed to be about sneaking around the enemy ship and disabling particular consoles. This does not have any of that feel -- you dock on the enemy BC, you drop 6 EPFCGs two seconds apart from one another, and then you wait. Done. No extra work involved, it just becomes a 12 second blackout.
I feel like this goes against the true points where infiltration really shines -- running around the ship desperately trying to avoid being killed, dropping C4 at key locations in order to block passages and usage of the BC's vital utilities... this doesn't have any of that. And the moment you start to treat it as a 'small area of effect disable', it essentially becomes an inferior version of C4 as it becomes a console disconnect. The moment you buff it to last longer, it simply becomes C4, except the way it does its job is mildly different.
The first two ideas I could get behind if tweaked. The third... I don't think so.
Re: new construction items
actually I mostly agree with you whyte, but as far as the repair kits - sure, if someone researches the repair kit upgrades, which currently is under-used.. also consider that a permanent/instant 1k hull is 50y/50b, which is more useful than a temporary heal - maybe upping the costs to 25/25 would be better
not sure the % based energy regeneration would work, but reducing it to 1/s or raising the price would work..
ok, maybe EPFCG isn't a great idea when you put it that way.. but perhaps we can get something to target a specific console and instantly disable it or cause people to disconnect? (rather than the C4 wait 30 seconds for it to be shot down)? - the idea of it was it can be placed anywhere.. meaning in a sneaky corner that isn't visited often, like inside a missile launcher.. which wouldn't do much as far as C4 is concerned
and you are saying that 12 seconds of being completely disabled is bad.. but then how does it compare to 6 perfectly placed c4 charges going off without anyone paying any attention to them? that's enough to completely block refining/construction + power, which would probably take longer to clear
not sure the % based energy regeneration would work, but reducing it to 1/s or raising the price would work..
ok, maybe EPFCG isn't a great idea when you put it that way.. but perhaps we can get something to target a specific console and instantly disable it or cause people to disconnect? (rather than the C4 wait 30 seconds for it to be shot down)? - the idea of it was it can be placed anywhere.. meaning in a sneaky corner that isn't visited often, like inside a missile launcher.. which wouldn't do much as far as C4 is concerned
and you are saying that 12 seconds of being completely disabled is bad.. but then how does it compare to 6 perfectly placed c4 charges going off without anyone paying any attention to them? that's enough to completely block refining/construction + power, which would probably take longer to clear

- zakhennahr
- CCA
- Posts: 161
- Joined: Tue Feb 26, 2013 6:00 pm
- Wiki edits: 33
Re: new construction items
I could get behind something like an EMP grenade, though. You toss it somewhere, it explodes after 3 or however many seconds, and disables all electrical devices including drones within a radius of 3 marines for something like 2 seconds. You have to run around crazily hoping you will succeed (or being sneaky about it), and based on skill and placement you could potentially disable two stations, like weapons and science, for 2 seconds before you get gunned down by opposing marines.