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What do you want to have in the game?

BLOODJINN

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Flak and PD: Yes.
But Im not sure about the Flares because I rarely saw them in action. For most of the time strikes and even escorts couldnt care less about missiles when you were flying at distance. And when you planned to get close to enemies, where missiles could be a problem, people wouldnt sacrifice a hullslot for obvious reasons. The result was: about no one used them. So Im not sure if we would need those. Actually that is one of those things that dont have a priority yet, but maybe I have a cool idea how that could work in the game at some time.
 

TechnoDrone

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Flak and PD: Yes.
But Im not sure about the Flares because I rarely saw them in action. For most of the time strikes and even escorts couldnt care less about missiles when you were flying at distance. And when you planned to get close to enemies, where missiles could be a problem, people wouldnt sacrifice a hullslot for obvious reasons. The result was: about no one used them. So Im not sure if we would need those. Actually that is one of those things that dont have a priority yet, but maybe I have a cool idea how that could work in the game at some time.





It was just a little weekend idea ... but basically you are right, strikers are too fast ... with escorts, however, the relationship is often different. However, I wouldn't sacrifice a shell slot for a function that might have a long cooldown.
 

Bionic_Bean

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It was just a little weekend idea ... but basically you are right, strikers are too fast ... with escorts, however, the relationship is often different. However, I wouldn't sacrifice a shell slot for a function that might have a long cooldown.
If i remember correctly, when you upgraded the Glaive (escort), all you really got was the extra hull slot, but nothing more as far as comp emitting power, speed, etc. Perhaps an escort upgrade could include a slot for a flare, which could only hold a half dozen at a time.
 

Sargon

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This makes me reflect on the slowness of bsgo missiles where it was impossible for a light ship to be hit and seemed unrealistic.
As well as the fact that an escort or a line could fire dozens of missiles at a time indefinitely, it was fun but unrealistic.
If something changes it will perhaps be useful to think of a module that can help defend oneself while if the dynamics remain the same I don't think it will be useful.
 

BLOODJINN

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strikers are too fast ... with escorts, however, the relationship is often different. However, I wouldn't sacrifice a shell slot for a function that might have a long cooldown.
If i remember correctly, when you upgraded the Glaive (escort), all you really got was the extra hull slot, but nothing more as far as comp emitting power, speed, etc. Perhaps an escort upgrade could include a slot for a flare, which could only hold a half dozen at a time.
This makes me reflect on the slowness of bsgo missiles where it was impossible for a light ship to be hit and seemed unrealistic.
As well as the fact that an escort or a line could fire dozens of missiles at a time indefinitely, it was fun but unrealistic.
If something changes it will perhaps be useful to think of a module that can help defend oneself while if the dynamics remain the same I don't think it will be useful.
yes, you are all right. at least to some point. I myself think that the old missile-mechanics (and missile-defense) was not perfect, and I allready have a few changes in my mind. one change for example will be the amounts of missiles you can carry, which depends on the types of missiles, the numbers they take on an inventory-slot and the inventory-slots of each ship itself. other changes might follow too, to both sides, make missiles more valuable and also make every shot count.
however I dont want to change the known feeling completely, so this will need some iteration in the process. but Im pretty sure that we will find a good balance and see what systems and/or stats will be needed for that. but you can be assured that the missile mechanics are a point on my list.
 
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