yes (or atleast last time I checked it did that) - actually, it never manages to actually make it back to it's own BC, because it can't use shields/flares or other items, since they somehow disappearSiretu wrote:Are you saying that if the infiltrator launches, boards the enemy ship and then launches and goes back to it's own BC, it will have lost its items? In that case, it's a bug.
Infiltration Rework Ideas
Re: Infiltration Rework Ideas

- Dreadnought
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Re: Infiltration Rework Ideas
The dissapearing part is always weird as hellslapshot wrote:yes (or atleast last time I checked it did that) - actually, it never manages to actually make it back to it's own BC, because it can't use shields/flares or other items, since they somehow disappearSiretu wrote:Are you saying that if the infiltrator launches, boards the enemy ship and then launches and goes back to it's own BC, it will have lost its items? In that case, it's a bug.
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One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.
Dont touch me you filthy casual.
- Degra
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Re: Infiltration Rework Ideas
It's not a bug, Siretu.
You designed the Infiltrator with 0 inventory slots.
The hangar menu sometimes shows 6 slots and you can actually fill them and use the items in space, but when you dock, all items disappear, due to them being in invalid inventory slots.
Well it kind of is a bug, but only in the sense that you can actually load items into an infil in the first place.
You designed the Infiltrator with 0 inventory slots.
The hangar menu sometimes shows 6 slots and you can actually fill them and use the items in space, but when you dock, all items disappear, due to them being in invalid inventory slots.
Well it kind of is a bug, but only in the sense that you can actually load items into an infil in the first place.
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Re: Infiltration Rework Ideas
Never heard of this before. I'll check it out.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
- Siretu
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Re: Infiltration Rework Ideas
I can't confirm this. Putting shields in an infiltrator, launching and then docking, will not cause the shield to disappear. However, if you board and then launch from the enemy BC, they disappear.Degra wrote:It's not a bug, Siretu.
You designed the Infiltrator with 0 inventory slots.
The hangar menu sometimes shows 6 slots and you can actually fill them and use the items in spaaaaaace, but when you dock, all items disappear, due to them being in invalid inventory slots.
Well it kind of is a bug, but only in the sense that you can actually load items into an infil in the first place.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
- Siretu
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Re: Infiltration Rework Ideas
Found the problem. Due to how the hangar inventory works, it's basically stored in another data structure separate from the ships and when you dock/launch it transfers them between them. This is split in two different sets of inventories, one for each team, and when you launch from the enemy BC, it tries to pull it from the wrong team's inventory.
This technically means that you can get an enemy ship's inventory when you launch.
It's been fixed in the dev version.
This technically means that you can get an enemy ship's inventory when you launch.
It's been fixed in the dev version.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
Re: Infiltration Rework Ideas
So.. can we please fix the ridiculous HP on the marines, and make it unable to launch while under attack?

- Dreadnought
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Re: Infiltration Rework Ideas
so ya, 2 problems
1) Wall exploiting (fixed in dev version yay)
2) Needs better entry/leaving for infiltrater, it should randomize where you enter in the hangar area and places a beacon where you entered (only you can see it), you need to exit by entering that beacon. if you get hit it cancels you trying to exit.
Also drones take forever to kill, reduce them to 50 health IMO
1) Wall exploiting (fixed in dev version yay)
2) Needs better entry/leaving for infiltrater, it should randomize where you enter in the hangar area and places a beacon where you entered (only you can see it), you need to exit by entering that beacon. if you get hit it cancels you trying to exit.
Also drones take forever to kill, reduce them to 50 health IMO
You merely adopted Cruiser Command. I was born in it, molded by it.
One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.
Dont touch me you filthy casual.
One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.
Dont touch me you filthy casual.
Re: Infiltration Rework Ideas
not just drones, humans as well - it's almost impossible to kill an infiltrator (or for an infiltrator to kill another human), it just takes too long to deal damage - why was the health raised from 45 to 100?Dreadnought wrote: Also drones take forever to kill, reduce them to 50 health IMO

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Re: Infiltration Rework Ideas
My plan is to raise dps by like 50%, make drones not attack-move while refining and make getting attacked cancel infiltrator launch, but maybe reduce the launch time a tiny bit.
How does that sound for initial changes?
How does that sound for initial changes?
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.