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April 16th, 2002, 09:27 PM
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Colonel
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Re: Tractor & Repulser weapons
SJ the idea is good but i do not mod the game to fit my needs, i fit my needs to the game. I never mod or play some of the wierd mods.
BMan - great idea. But this does already "exist" - the wormhole weapon. It realy does move the target away. Im more interested in the tractor beam.
When you put it on larger mounts the 'damage' increases, but whats the use of pulling a ship say 6 range (i think thats the range) with the power of 12 when it will anyway move 6?
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April 16th, 2002, 10:49 PM
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Corporal
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Re: Tractor & Repulser weapons
quote: Originally posted by Taera:
When you put it on larger mounts the 'damage' increases, but whats the use of pulling a ship say 6 range (i think thats the range) with the power of 12 when it will anyway move 6?
BTW, the damage listed in the tractor/repulser beam info is real damage, not only the amount of squares the target is moved. It doesn't change much, but... Don't use special mounts for tractor beams (you'll just waste space and resources).
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April 16th, 2002, 10:55 PM
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Major
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Re: Tractor & Repulser weapons
quote: Originally posted by Taera:
<snip>
Im more interested in the tractor beam.
When you put it on larger mounts the 'damage' increases, but whats the use of pulling a ship say 6 range (i think thats the range) with the power of 12 when it will anyway move 6?
For ships, you're right; there's no reason to use larger mount tractor beams. But for weapon platform and base mounts that also extend range, the heavier mount tractor beams serve a purpose.
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April 16th, 2002, 11:03 PM
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Corporal
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Re: Tractor & Repulser weapons
quote: Originally posted by Taera:
BMan - great idea. But this does already "exist" - the wormhole weapon. It realy does move the target away. Im more interested in the tractor beam.
The wormhole weapon moves the target randomly. What I was suggesting was what *should* happen with a tractor/repulser weapon against bigger ships given the logic Malfador is using. This would still allow them to be useful in combat on small ships. The disadvantage is the tractor beam would move *your* ship close to the enemy (and thus the enemy fleet) and the repulsor beam would move *your* ship further from the enemy (and back into your fleet).
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April 17th, 2002, 12:08 AM
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Captain
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Re: Tractor & Repulser weapons
Well, I know what I would do if tractor and repulser beams worked the way you want. I would put them on ships one size smaller than my enemy was using and would fit them out with a short-range high-damage weapon. Tractor yourself in, fire, repulse yourself out. You don't even need MP. And you thought the missile dance was bad. Would also be great for kamikazes, boarders, drones, and troop transports.
OTOH, bigger ships can do that now, in reverse, to smaller and same-size ships. So it can't be terribly unbalancing. At least, I haven't heard anyone complain. Can anyone think of a reason why this is less unbalancing than the above would be?
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April 17th, 2002, 12:22 AM
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Captain
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Re: Tractor & Repulser weapons
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April 17th, 2002, 12:44 AM
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National Security Advisor
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Re: Tractor & Repulser weapons
quote: Originally posted by dmm:
OTOH, bigger ships can do that now, in reverse, to smaller and same-size ships. So it can't be terribly unbalancing. At least, I haven't heard anyone complain. Can anyone think of a reason why this is less unbalancing than the above would be?
Well, if you could T/R your own ship, you'd be moving relative to the entire enemy fleet, whereas if you just T/R an enemy ship, only one enemy ship is affected. Very often, there is more than one enemy ship, so you embarass one of them, and then his pals come stomp you. If you could T/R yourself in and out, you could embarass the whole enemy fleet, until you got stuck on the map edge and they nailed you.
Of course, if you miss, you embarass yourself... and get stomped.
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