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#1
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![]() These should be unbreakable as standard.
No, really. |
#2
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![]() Escape pods are a waste of light slots, in my opinion. If the player jettisons in the middle of a heated battle, they're as good as dead anyway.
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#3
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![]() Not necessarily. I manage to escape and survive about 80% of the time. I find them useful.
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#4
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![]() Quote:
![]() Oh, and: hardcore. Not essential, but saved my bacon on a few occasions at lower levels. |
#5
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![]() Yes, in hardcore mode it's a different story. Having the chance (however slight it may be) to make a narrow escape from death can prove invaluable.
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#6
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![]() Depending of how difficult it is to code, how about upon the destruction of a ship with the escape pod, a massive EM nova is released from your ship, stunning for a full 3 seconds and moderately damaging nearby enemies...or maybe all within a one screen radius...gives cover, and some revenge...
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#7
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![]() You could install a Self Destruct and trigger it right before you get toasted.
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#8
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![]() I made a ship like that, keeping a pod and a self-destruct in my inventory at all times to switch in for emergencies. Lots of fun if you've got the skills to ensure modules load fast enough.
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#9
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![]() On HC, if I don't have an escape pod slotted, it's in my inventory. Maybe even a dedicated slot gained after you reach a certain mark in your Command skill...in any event, they're a must-have for me on HC.
Last edited by Zillion : 11-13-2012 at 02:12 PM. |
#10
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![]() Further idea to have these suck marginally less in general play: allow them to apply their secondary bonuses, i.e. everything except the defense and structure boost, even before destruction. This would make it viable to equip legend/artifact level escape pods even in general play.
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