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  #1  
Old October 14th, 2006, 06:54 PM

XenoTheMorph XenoTheMorph is offline
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Default Tractor beams in SEV?

So do tractor beams exist in SEV?
Sorry I can't check myself since my current computer won't run the SEV demo (or indeed full game) . I suppose an upgrade was required at some point!

Also if they do exist how do they work?
a) if target smaller pulls it closer
b) a) if larger you get pulled towards it
c) you both get closer, in a ratio depending on comparative size
d) something else

Because if it is b) or c) I've just had an interesting idea.
Could you mod in an autohit tractor component with a 1ls range (and very quick fire rate) called 'Grappler arms'.
If so could you not then have the ship/fighter latch onto the enemy ship (until destroyed obviously) and allow it to use other 1ls weapons like for example 'Dissasembly claws' that could do insane damage?

Hmm, this might be good for some form of Space Barnacle!


Edit: An explanation of why the 'Grappling arms' would useful is that the grappling ship/fighter could be slower but have been the the path of the enemy ship as it went to attack your carrier for example. The arms would allow it to 'stick' with the target.

Edit2: spelling
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Old October 14th, 2006, 07:28 PM

Phoenix-D Phoenix-D is offline
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Default Re: Tractor beams in SEV?

They do exist. They pull the target closer..no matter what.

Yes, Virginia, you can tractor beam PLANETS in this manner. Or Repulser Beam them right off the map.
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  #3  
Old October 14th, 2006, 07:38 PM

Spectarofdeath Spectarofdeath is offline
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Default Re: Tractor beams in SEV?

Hmmm... I had a idea about a point defense system consisting of repulser beams...great for troop ships and other non-combat ships....
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Old October 14th, 2006, 07:52 PM

XenoTheMorph XenoTheMorph is offline
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Default Re: Tractor beams in SEV?

Quote:
Phoenix-D said:
They do exist. They pull the target closer..no matter what.

Yes, Virginia, you can tractor beam PLANETS in this manner. Or Repulser Beam them right off the map.
Oh well, blows that idea! It would be just plain wrong to have a fighter 'grab' a capital ship out of its formation

The planets thing definitely looks like a bug to me though

Edit: Now I think about it this could be quite neat. Make version of the grappler with high supply/ordinance cost & some coventional damage, called a 'Localized Singularity Generator' or some such name. Great for delaying those pesky enemy capital ships!
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Old October 14th, 2006, 08:06 PM

Raapys Raapys is offline
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Default Re: Tractor beams in SEV?

Does repulser thingies actually work on missiles and/or projectile weapons? That would be pretty neat.
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  #6  
Old October 14th, 2006, 08:10 PM

Phoenix-D Phoenix-D is offline
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Default Re: Tractor beams in SEV?

I don't think you can shoot at projectile weapons, but I'll try it out with missiles.

EDIT: the gun fires, but it does standard damage.
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  #7  
Old October 15th, 2006, 08:06 PM
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Default Re: Tractor beams in SEV?

So can you repulse a planet off the map and cause it to move to an adjacent hex on the system map?
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Old October 15th, 2006, 08:12 PM

Phoenix-D Phoenix-D is offline
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Default Re: Tractor beams in SEV?

No, it just zips so far away on the combat map you can't find it, but stays in the same place on the strategic map.
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Old October 16th, 2006, 03:04 AM

Devnullicus Devnullicus is offline
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Default Re: Tractor beams in SEV?

So how do I get a tractor beam with a very long range so I can stop ships from running away so long and causing me to watch VERY boring chase scenes that take forever?

Gah

Sorry, just venting. I imagine its easy enough to mod the range on tractor beams. Currently, a range of 2 is just...worthless.
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  #10  
Old October 16th, 2006, 04:39 PM
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Default Re: Tractor beams in SEV?

I imagine if you add a zero or two to the range...
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