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  #11  
Old 11-22-2012, 03:44 PM
jerebaldo1 jerebaldo1 is offline
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Right, I like Prof Paul's idea most, and I think manual guidance would be the quickest temporary fix if it's take time to code the leading logic. I'll try out the ballistics and see if they can work as unintentional melee assassination weaponry against named enemies.

EDIT: well, gave it a try and it appears that my rail gun is fairly effective...hopefully the shell cannons have the same projectile speed, because that's what is helping me hit slightly moving targets...and I notice they hit other targets if they are in the way, so if there's a large crowd, I may be able to hit something at least...I'm thankful for the enemy ai which doesn't maneuver when you're moving away from them at 150-200.

And I agree that if it wouldn't mess up multiplayer (maybe by coding burst fire for mguns to lighten data exchange), machine guns would be an awesome weapon addition...also, not to forget plasma bolts, which do damage like lasers but fire like ballistics (apologies if these exist as I'm only level 26 :-D)

Last edited by jerebaldo1 : 11-22-2012 at 04:26 PM.
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  #12  
Old 11-23-2012, 12:10 AM
Nayzablade Nayzablade is offline
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Miniguns are always awesome!

I liked the idea of being able to spray at the mouse cursor...projectile speed would have to be quite fast though for it it work effectively. To shoot really fast for really small damage per projectile in a narrow (see extremely) cone would be optimal...you could make the cone wider the further from your ship the cursor is.

Prof Pauls idea is great...I cant stand bullet type weapons that "home" much prefer the physics to act more natural...this was actually a big annoyance for my friends and I in Star Wars: The Old Republic MMO...your 'laser' beam from your blaster could actually do 90 degree turns if your opponent decided to jump or run in the opposite direction mid shot.

2c

Last edited by Nayzablade : 11-23-2012 at 12:15 AM.
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  #13  
Old 11-23-2012, 12:44 PM
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Axegrinder Axegrinder is offline
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In the last patch there seems to be a bug with allies not attacking enemy planets. I had a strong ally and a enemy planet in the same system and my ally(Cortex) would just sit there passive The same thing with attacking planets in other systems.I would hear about enemy attacks only. I'm going to start a new ship and see if that has any bearing on this.

Last edited by Axegrinder : 11-24-2012 at 12:48 AM.
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  #14  
Old 11-24-2012, 03:40 AM
demoss demoss is offline
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Perhaps Cortex just isn't that aggressive? I've certainly seen other races launching plenty of attacks.
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  #15  
Old 11-24-2012, 01:49 PM
Valgor Valgor is offline
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Exchanging a component during installation with an already installed component of the same slot type via drag and drop instantly completes the installation process (it even plays the sound cue).
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  #16  
Old 11-26-2012, 03:29 PM
demoss demoss is offline
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Speaking of exchanging equipment - this can be abused to get equipment to cool down faster if it has a long cool down time. If you're able to equip/unequip, that can be faster, and it probably shouldn't be. I think the simplest solution is probably to disallow unequipping things that are on cool down (Diablo III does this) - though a better solution would be to tie the cool down to an item instead of a slot, I suspect that would require a lot more work.
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  #17  
Old 11-26-2012, 08:03 PM
random_rolle random_rolle is offline
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Actually the cooldown is NOT instantly reset, just visually, however the cooldown is still there even if you cant see it.
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  #18  
Old 11-27-2012, 04:07 AM
Valgor Valgor is offline
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Quote:
Originally Posted by demoss View Post
I think the simplest solution is probably to disallow unequipping things that are on cool down [...]
Ditto for components that are being installed.
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  #19  
Old 11-27-2012, 10:28 AM
Sedlex Sedlex is offline
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Quote:
Originally Posted by demoss View Post
I think the simplest solution is probably to disallow unequipping things that are on cool down.
This. Totally makes sense anyway.
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