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April 16th, 2002, 10:55 PM
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Re: Tractor & Repulser weapons
quote: Originally posted by Taera:
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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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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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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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Re: Tractor & Repulser weapons
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April 17th, 2002, 12:44 AM
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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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April 17th, 2002, 05:53 PM
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Re: Tractor & Repulser weapons
quote: Originally posted by PvK:
Of course, if you miss, you embarass yourself... and get stomped.
Hmmm...If you T/R yourself and miss the R, then you are stuck in the midst of the enemy fleet. But if you T/R the enemy and miss the R, then you are stuck next to only one ship. Looked at this way, T/R of an enemy is _more_ unbalancing than T/R of yourself (because it is less risky).
Plus, if you T/R an enemy ship, you can pull him into the midst of your fleet and all your buddies can kick his butt. (Just like high school.) Then you all run away before his buddies can catch you. Repeat as needed. Of course that would only work in tactical combat; the AI is too stupid (too noble?) to use gang tactics in strategic combat.
But, suppose you are trying to remain at a distance from the enemy fleet. If you are outnumbered then it would be better to be able to T/R yourself. If you outnumber the enemy, it would be better to T/R them (but then it's probably not so impt since you outnumber and outweigh them).
I really like the idea of T/R on yourself. It lets you make a hard-to-kill scout. On the whole, it doesn't seem unbalancing or illogical to me.
[ 17 April 2002: Message edited by: dmm ]
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