Boarding items

Any suggestions or ideas regarding cruiser command
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Siretu
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Boarding items

Post by Siretu »

As boarding draws closer, I need some concrete ideas for marine items that will be helpful when boarding.

Please post your ideas for boarding here.
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Karl913
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Re: Boarding items

Post by Karl913 »

Saw this and instantly thought of something that may be slightly overpowered:
Cloak. This item would cloak your character for 10 seconds or until you do an action. 100% invisible, unlike vanilla. Moving or attacking or using an item would disrupt the cloak.
And l got another idea.. Spider mines? They would be expensive (50b, 25y, 25r) but would kill another person. They would work like normal mines, but placeable on ships.
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Red-Rocket
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Re: Boarding items

Post by Red-Rocket »

well the gun is concrete, lets not get ahead of ourselves and just stick with 2 other simple things
Armour, like gun and increases by 1 each,
sheilds, 2 different items one can increase 20 and the other 50, none of these upgrades should stack unless we want sheilds to stack we need to nerf it.

Lets just start with these 3 and then we can build later on
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Capricis
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Re: Boarding items

Post by Capricis »

What is going to happen to a marine's equipment after he dies on the enemy's bc?
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Red-Rocket
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Re: Boarding items

Post by Red-Rocket »

they get it, better not die, some come extra prepared >=D logic!
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Hopeinmo
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Re: Boarding items

Post by Hopeinmo »

I posted ideas on this somewhere, boarding types/roles If i find ill copy and paste.

Edit:

ooo big post, here it is
viewtopic.php?f=8&t=126&start=10
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Corinthian
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Re: Boarding items

Post by Corinthian »

I personally desire stealthy sabotage, but I also love the idea of on-ship-combat.

I also do not want personal items being cost prohibitive. This is for two reasons.
a) If the items are too expensive, there is a risk of very slow BC avoidance mining games.
b) I would like Boarding to be a strategy employable by the economically inferior team, so they can attempt to balance the odds.

In relation to point B above, I do realize that several of the ideas posted below are more beneficial for ship defense, than for boarding. This is as it should be, as foresight and preparation should still win the day.

I do like the idea of opponents dropping their gear upon death.


Napalm Proximity Mine
Effect: When an enemy approaches, the mine detonates and spreads fire in the surrounding area.
Duration: 20 Seconds
Damage: Regular Fire
Cost: 25r
Special: This is a single use item. Before it detonates it can be destroyed by target firing.

Demolition Explosives
Effect: Causes debris to form at target location.
Cost: 10y 20r
Special: This is a single use item.

_________________________________________________________________________________________________

Bio-Electric Tranquilizer
Effect: Prevents a Marine from being able to move. They can still make attacks, and they can still operate a console if they are on one.
Duration: 10 Seconds
Refresh: 60 Seconds
Cost: 5y 15b
Special: If you carry multiple copies, each has an independent cool-down.

Bio-Mechanical Locomotion
Effect: Reduces the Cool-down of the Sprint ability by 1/2. Prevents the Bio-Electric Tranquilizer from having an effect.
Cost: 25y 5g

_________________________________________________________________________________________________

Adaptive Disguise
Effect: Prevents Auto-Attack Targeting, and prevents you from attacking anything.
Duration: 45 Seconds
Refresh: 90 Seconds
Cost: 10y 5b
Special: Auto-Turrets will still target you, but an opponent player will have to click on you to attack you. They cannot rely on the Move-Attack Command.

Drone Persona
Effect: While Activated you appear to be a drone.
Duration: 45 seconds
Refresh: 90 seconds
Cost: 30y 5g
Special: Attack-Moves will still target you. Auto-Turrets will still target you.

Defense Disabler
Effect: Temporarily disables an Auto-turret.
Duration: 10 Seconds
Refresh: 20 seconds
Cost: 5y 15b 5g
Special: If you carry multiple copies, each has an independent cool-down. This item should not have an associated graphic. This is so it can effectively be used in conjunction with the Adaptive Disguise and the Drone Persona.

_________________________________________________________________________________________________

Console Discharge
Effects: Temporarily disconnects player from the console they are currently occupying.
Duration: Until they move back into the console circle.
Refresh: 5 Seconds
Cost: 5y 5b
Special: Does not change their view. If they had exterior view, they will continue having exterior view.

Automated Adrenaline
Effect: Reduces Incapacitation cool-down by 1/2.
Cost: 10y
Last edited by Corinthian on Thu Apr 11, 2013 8:20 pm, edited 8 times in total.
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Tempest
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Re: Boarding items

Post by Tempest »

shields for players would be nice, so would grenades, mines and other explosives for making a defensive perimeter on your own ship or on theirs when boarding. I think sentry turrets should be purchasable not defaulted onto the ship, if you want to have an anti boarding tactic do it, but i think without that tactic boarding should be a wide open angle of attack.
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Re: Boarding items

Post by DumbMarine »

The previous thread for those who posted ideas there: viewtopic.php?f=8&t=126


My ideas:

All existing autoturrets are removed. In addition, everything below except weapons goes into an inventory slot (weapons go into a separate slot):

WEAPONS
You may only have one active weapon at a time

HA-11 Sweeper (free):
6 damage, 1 RoF, 2 range. All marines start with this weapon.

C-14 Gauss Rifle (5 yellow, 5 blue):
6 damage per shot, 5 range, 0.86 RoF. (each team starts with two of these in the construction area for free)

ARC12 Rifle (5 yellow, 15 red):
Shoots a lightning bolt. 20 damage per shot, 7.5 range, 3.44 RoF.

Dust Cannon (5 yellow, 25 green):
25 damage, 0.5 RoF, can only damage debris.

WEAPON MOD
Weapon mods stack with each other but do not stack with themselves.

Flechette-6 Cell (5 yellow, red):
+3 damage, can only damage bio units. (can't damage debris or turrets)

Ringer Coil (10 red, 10 green):
Gives attacks a LARGE radius AoE. (Does not bypass damage restrictions like a weapon only being able to damage debris. DOES allow you to damage cloaked units indirectly)

ARMOR AUGMENT
Armor stacks with everything, even itself.

Titanium Plate (5 yellow):
Increases HP by 20 and armor by 0.5. Reduces movement speed by .6.

Firesuit (10 yellow, 10 red, 10 green):
Immune to fire damage. Disables sprint.

Nanodoc Glove (10 blue, 10 green):
Heals 1 hp/s. Can also be used to heal a target for 25 HP (can heal yourself). 20 second cooldown.

Frequency Nullifier (same as for ships):
Yes, it's the same as the one you put on a ship. You can't be targetted by turrets or mines. You can't be revived early (with a revive kit or whatever).

CONSUMABLES
Use these only once!

Flash Grenade (10 red):
Deals 25 damage to bio units and stuns all units for 2 seconds. Large AoE.

Incendiary Grenade (15 red):
Spawns a huge fire (double normal size) on the target location.

Electric Barrier (5 yellow, 15 blue):
Deploys a 20 second force field. The force field has 100 HP and is the same size as a debris field. (It counts as debris for purposes of taking damage.)

DEPLOYABLES
Deploy these! If it has a [*] in its name it has a 90 second duration if you drop them on the enemy battlecruiser, but forever on your own battlecruiser. Otherwise, it will last forever no matter where you drop them.

Autoturret* (15 yellow, 15 blue, 15 red):
Deploys a turret. 100 HP, 3 Damage, 1 RoF, 6 range. (repair stations heal damaged turrets) (each team starts with two of these in the construction area for free)

Stasis Mine* (10 blue, 15 green):
Deploys a burrowed mine. 20 HP, cloaks itself. Enemies that approach trigger the mine and are frozen for 10 seconds. Frozen enemies are immune to damage.

Internal Sensor* (15 yellow, 10 blue):
Grants detection to teammates within range 30. (may need tweaking to avoid sensor leaking between levels) (each team starts with one of these in the construction area for free)

C14 Charge (50 red):
Explodes after 30 seconds, doing 1000 PERMANENT damage to the battlecruiser. Creates a lot of debris and fire. Does nothing if destroyed early.

Power Siphon (25 yellow, 25 blue, 25 green):
Drains 100 GW on whatever BC it's aboard.

Predator Tracker (whatever the predator missile costs):
It's a predator tracker beacon. Unlike (or like) the missile variety, this tracker cloaks itself. The laser dot is visible while cloaked but can't be attacked anyway.

TOOLS
Handy!

Datajack (free):
Allows hacking of terminals. Be careful when practicing on your own BC!

Revive Kit (free):
Its the revive kit. Reusable, 15 second cooldown.
Last edited by DumbMarine on Mon Apr 22, 2013 10:08 pm, edited 1 time in total.
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Re: Boarding items

Post by Karl913 »

Auto Turrets seem cheap. You could easily slap down 6-7 if you see a risk and then bam. Can't do notin' to get on enemy BC. Or you could add a cap on how many? Other than that.. Wonderful post from you, DumbMarine and Corinthian. l applaud you both. l like these suggestions. Even if there are a lot, maybe to many to add.. Still, wonderful.
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