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Tracktor beam - accelerate

Posted: Tue Oct 30, 2012 1:43 pm
by madman
Another tracktor beam ability ( navi console ) :
Push button, select object , select direction, result: the object is accelerated VERY fast in the chosen direction.
You could use this to throw rocks at the enemy bc, or accelerate enemy ships away on the final battle or throw rocks at enemy small ships.

Re: Tracktor beam - accelerate

Posted: Thu Jan 17, 2013 4:39 pm
by LordDragon
It's a good idea. Of course, I'm sure there are many technical challenges involved in making it a reality. In most games, the tractor beam is more of an afterthought- giving a 4th crew member reason to be on deck during BC engagement. The push/pull ability to prevent small ships from docking/repairing gives a slight edge: removing them first lowers enemy DPS and leaves their crew confused and shaken. However, since most players would rather fly a combat ship themselves (save to try the beam out 'just this once') it is rarely used.

Being able to target asteroids, and choose their vector - now THAT would make it a viable tool. I can see people constructing asteroid barriers to mitigate incoming fire, or (as you suggested) hurling them at enemy vessels - both BC and small ships alike. Also, this would let a quick-handed tractor beam operator snag those early flying kerm. rocks and plant them neatly in front of the BC for easy mining. I'm not sure how far the effect of this would reach, but it beats the hell out of trying to crash your miner into them at an opposing vector!

Re: Tracktor beam - accelerate

Posted: Mon Jan 21, 2013 7:39 pm
by Racism Minerbane
I stand by this, just make it shoot the target forward like 500 paces like the forcestaff in dota.

Re: Tracktor beam - accelerate

Posted: Tue Jan 22, 2013 7:26 am
by Siretu
Version 1.01 will have a buffed tractor beam in several ways. More force, less energy cost, implemented in navigation console instead of having its own console, cheaper upgrade and no requirement.

I think that is enough to start with. Let's try that out and then we can decide on what to do in a week or so. I would like to add the possibility to spin the locked target left and right, but I'm not sure I got enough buttons on the navigation command card. I could put all tractor beam stuff in a submenu though...

Re: Tracktor beam - accelerate

Posted: Tue Jan 22, 2013 3:44 pm
by LordDragon
I like the idea of tractor beam going to navigation for simplicity's sake - ease of use...whatever you want to call it.

I foresee two problems with it.

1) Navigation is already a HUGE role - pings, broadsides, and (of course) maneuvering and the two specials that accompany that (boost/inert.null). I think adding the tractor beam might make hotkeying in combat a bit overwhelming, and make Navigation very highly coveted.

2) I only ever got tractor beam to give a 4th person a fun and exciting reason to be on the main deck during combat.


That said - I personally think it's a great idea. Having a person sitting on tractor beam is rather....wasteful. There are SO many things they could be doing instead - reloading yam. cannon, reloading missiles, flying a combat ship, repairing hull damage, etc.


Re: Tracktor beam - accelerate

Posted: Tue Jan 22, 2013 3:48 pm
by Racism Minerbane
This might fix wraiths diving miners under the BC also if you can shoot miners forward towards the saftey of the cruiser.

Re: Tracktor beam - accelerate

Posted: Tue Jan 22, 2013 3:55 pm
by Siretu
LordDragon wrote:
1) Navigation is already a HUGE role - pings, broadsides, and (of course) maneuvering and the two specials that accompany that (boost/inert.null). I think adding the tractor beam might make hotkeying in combat a bit overwhelming, and make Navigation very highly coveted.


I have to walk a fine line here. I tried to move broadsides from nav to weapons console once(because it makes sense) but it was a bad idea and people really disliked it because they thought it gave the navigator too little to do. I think it will be okay right now, since tractor beam is not super important, but future will tell.

Re: Tracktor beam - accelerate

Posted: Tue Jan 22, 2013 4:16 pm
by Racism Minerbane
Let it tracktor beam misstles and shoot them back (Skillshot not guided) and it will suddenly become a very useful console.

Re: Tracktor beam - accelerate

Posted: Tue Jan 22, 2013 5:00 pm
by LordDragon
I think the broadsides should stay at nav, since their aiming is difficult enough without the need to coordinate. Tractor beam on weapons perhaps? It IS a fine line to walk....