Jump to content

Texmar21

Members
  • Posts

    8
  • Joined

  • Last visited

Texmar21's Achievements

0

Reputation

  1. Was thinking about the Depth Charge idea, the rocket launcher shoot projectiles and just keeps going. Maybe the same function but they just burst at different intervals. Similar to the AA turrets we have but at a larger range and heavier damage
  2. All good suggestions hope to see it play out.
  3. https://www.avorion.net/forum/index.php/topic,5132.0.html I posted my suggestion here. Pretty much same thing as here expect travel while cloaking. I mentioned countered measures as well.
  4. Point Defense turret set to defense, target fighters and torpedoes right? I have a carrier I set back with other support roles. If I set that carrier to attack it launches it fighters and the carrier will move to engage the enemy with its pd turrets, I don't want it to do that. If I remove the pd turrets and set to attack, it will launch fighters and the carrier stays stationary but, now its defenseless if a torpedo is fired. Is this a bug, or the way I am trying to play? What do u think of this feature of ps turrets firing at anything that passes by while in defense
  5. I looked thru the Forums and didn't see any topics about this. Any word regarding Stealth in the game? Mechanics would require a lot of energy. Could not fire turrets/missiles or jump under "Stealth Mode" It would have have a cool down of 10 seconds to reactivate Stealth after firing. Counter Measures for other party could be basic Submarine strategy, consisting of a "depth charge" or buoy beacon that is launched and stays in place and pings once a stealth ship passes near. Doesn't reveal the ship, maybe just the selection box for a brief moment. Beacon would have a timer before it despawns. Or build a fighter with beacon turret and the fighter itself would be the beacon and would just patrol, until it pings a ship. but fighters can't patrol....maybe a block that can be fitted on a small ship to patrol and ping. Once the ship is pinged and discovered it becomes selectable, enables the player to fire a missile. In turn the opponent can reveal itself and use point defense turrets or hopefully avoid it behind cover. The ship would not like to take a hit unless it thinks it can take the damage...because the ship would be restricted to no shields. Not sure if that's possible, or maybe another cool down is in place. 10 seconds to activate Stealth or you wait 20 seconds to activate normal systems to include jump/shields. This could be a side mission as well, seek and destroy Stealth ship in sector xxxxxx Thoughts? Again, sorry if this has been discussed.
×
×
  • Create New...