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PLANET INTERDICTORS NEED TO GO! |
Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2013-05-05 23:43  
Quote:
On 2013-05-05 22:03, Talien wrote:
Interdictor Cruisers on the other hand were mostly used for trapping people so they could be killed. They were rarely, I'd go so far as to say almost never, used defensively aside from occasionally by ICC to protect MDs from being point jumped.
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That is true. However, instead of removing dico cruisers, it could have simply been tweaked to make them harder to use.
- Disable their own JD when their dico was active
- Give dico a long cooldown (so it can't be immediately reactivated post jump or flipped on and off)
- Give dico a much higher drain when on the move
- Or limit activation to 30 secs at a time, followed by abovementioned cooldown
- Disable all weapons (like cloak) when the dico is active
Here's another fun way to play ard with a dico.
Some ppl have asked for a dico which prevents incoming jumps, but does not stop outgoing jump. I'm sure this will entail some kind or recoding as the dico now simply flags your JD on/off.
- Type 1 dico: Stops enemies from jumping in, Prevents friendlies from jumping out
- Type 2 dico: Stops enemies from jumping out, Prevents friendlies from jumping in.
It's a bit bizzarro... chaotic even. But it seemed like a fun idea. Some kinda idea that humans/Kluth in general aren't able to perfect the technology yet.
But anyway the dico cruiser is gone. Not gonna prattle on about that.
Just that if it is ever considered to be brought back again, the above can be applied to make it more restrictive to use.
[ This Message was edited by: Kenny_Naboo on 2013-05-05 23:44 ]
_________________ ... in space, no one can hear you scream.....
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*Flash* Chief Marshal
Joined: April 19, 2009 Posts: 291 From: Semi retired after 1.67 !
| Posted: 2013-05-06 02:43  
Quote:
On 2013-05-05 20:26, Chewy Squirrel wrote:
I think the biggest cause of slow periods where no side is attacking is a poor map design. The "conflict" system kaus is incredibly poorly designed, and no one really cares about taking and holding the planets there. The best moments are when one side organizes an attack into one of the front line faction systems.
Hopefully the MV redesign currently in progress will solve this...
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_________________ In space , no one can hear you scream!
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Brutality Marshal
Joined: May 25, 2009 Posts: 659 From: Alaska, USA
| Posted: 2013-05-06 06:07  
Quote:
On 2013-05-05 23:43, Kenny_Naboo wrote:
- Disable their own JD when their dico was active
- Give dico a long cooldown (so it can't be immediately reactivated post jump or flipped on and off)
- Give dico a much higher drain when on the move
- Or limit activation to 30 secs at a time, followed by abovementioned cooldown
- Disable all weapons (like cloak) when the dico is active
Here's another fun way to play ard with a dico.
Some ppl have asked for a dico which prevents incoming jumps, but does not stop outgoing jump. I'm sure this will entail some kind or recoding as the dico now simply flags your JD on/off.
- Type 1 dico: Stops enemies from jumping in, Prevents friendlies from jumping out
- Type 2 dico: Stops enemies from jumping out, Prevents friendlies from jumping in.
It's a bit bizzarro... chaotic even. But it seemed like a fun idea. Some kinda idea that humans/Kluth in general aren't able to perfect the technology yet.
But anyway the dico cruiser is gone. Not gonna prattle on about that.
Just that if it is ever considered to be brought back again, the above can be applied to make it more restrictive to use.
[ This Message was edited by: Kenny_Naboo on 2013-05-05 23:44 ]
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Seems like a fun compromise if they ever decide to bring them back.
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The Stig 1st Rear Admiral Praetorian Wolves
Joined: August 04, 2011 Posts: 14 From: killface
| Posted: 2013-05-06 06:28  
so. Remove dico.
3 enemy trannies instantly drop in from space, flood troops, jump out. rinse /repeat. Bye bye planet, especially if they are set to raze.
Bombers suddenly show up, in bomb range, and glass your planet, escaping easily before you can respond.
Healing at any planet becomes impossible.
No defensive use for stations in planet defending at this point either. A few Assault Dreads jumping in can see to that.
Ship based dictors were removed because of weak game play style, not because of the over-effectiveness of the ship. They weren't a big issue for the first 7 years of the game. Then the weaklings come in and it has to be remade.
This is another bad idea, pushing for even more weak-ass game play in contrast to development of tactics and skill.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2013-05-06 09:07  
Quote:
On 2013-05-06 06:28, The Stig wrote:
so. Remove dico.
3 enemy trannies instantly drop in from space, flood troops, jump out. rinse /repeat. Bye bye planet, especially if they are set to raze.
Bombers suddenly show up, in bomb range, and glass your planet, escaping easily before you can respond.
Healing at any planet becomes impossible.
No defensive use for stations in planet defending at this point either. A few Assault Dreads jumping in can see to that.
Ship based dictors were removed because of weak game play style, not because of the over-effectiveness of the ship. They weren't a big issue for the first 7 years of the game. Then the weaklings come in and it has to be remade.
This is another bad idea, pushing for even more weak-ass game play in contrast to development of tactics and skill.
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Agreed.
The truth is, Dico Cruisers made sneak attacks a lot harder for Kluth. Remember the days when 3 ADs or EADs were covered by a dico ship?
Which Kluth in his right mind would decloak to hit anyone of them?
Now, I can simply decloak, alpha one of them, take damage and then jump out. No fear of getting trapped.
_________________ ... in space, no one can hear you scream.....
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-05-06 09:45  
No.
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