Tractor beam rework

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Tractor beam rework

Post  Jannik2099 on Sat Feb 23, 2013 7:02 pm

I have some new ideas how to make the tractor beam important:
1. move it to the science console.
2. you can research upgrades for different beam modes (you can drain enemy's power or may squash him or mine an asteroid with the beam).
2.1. the "squash" mode will deal very low dmg to shields, but very high if shields are down.
3. lesser power drain. the power drain is about 120 (played today). it's a bit too high. 75?

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Re: Tractor beam rework

Post  DumbMarine on Mon Feb 25, 2013 12:48 am

I like the idea of giving the tractor beam other abilities but I don't think it's a good idea to do any of that. If you make it do damage or power drain (it already does damage actually, but if you make it do serious damage) it ends up just being another weapon. The tractor beam needs to be buffed to do actual tractor beam-ing first before we start giving it cool abilities IMO. Increase the range of it or something.

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Re: Tractor beam rework

Post  Racism Minerbane on Mon Feb 25, 2013 12:28 pm

Battlecruiser should gain ability to mine with tractor beam making wraith + corvette rush less game breaking.

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Re: Tractor beam rework

Post  Red-Rocket on Mon Feb 25, 2013 3:46 pm

a tractor that can mine? at first i laughed at it but now i kinda have the idea that it would work, if you are reduced to 1 (emergency construction) miner you are very far behind. or you are constantly harassed by wraiths who just know how to pick off miners then the tractor beem can be a short term anwser to money problems, it shouldnt be as powerful as a fully upgraded miner (maby 125% compared to the 160% of a miner) and it should drain your energy when you tractor an astroid and activate the mine ability for it. not much but some to make it more costly instead of having straight up an extra 10K miner
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Re: Tractor beam rework

Post  Racism Minerbane on Tue Feb 26, 2013 2:40 am

The price of using the tractor beam to mine is that your BC has to fly around and not pool its energy. I personally think emergency construction of ships should be removed so the game forces more all ins but w/e.

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Re: Tractor beam rework

Post  Red-Rocket on Tue Feb 26, 2013 4:27 pm

This game isnt supossedly all about all ins but in its current state it does happen, its about transitions from ship harassmant to BC contacts (basicly getting in quick fights then getting away doing as much quick dmg as possible) then late game full head on battles which you would consider all ins. Emergency construction is a good game allowing for longer battles and people with more to do as an empty shipyard and 5-6 people on BC can get pretty boring for that amount of time
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Re: Tractor beam rework

Post  Racism Minerbane on Wed Feb 27, 2013 6:07 am

You really don't have much of a choice but to all in when all your miners are destroyed.

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Re: Tractor beam rework

Post  Jannik2099 on Wed Feb 27, 2013 10:14 am

i dont think of a very high dmg and also not a high mining rate (but mining with a tractor beam is logical). And a tractor beam can be theoretically used as a weapon (squash your enemys to clumpy metal balls) you can destroy the hull with it, but with shields on it can't harm you. the squash-mode should also cost more energy. and i also have a completely new idea against tractor beams: send an energy-pulse back through the beam or re-polarise the hull. In star trek both works. with re-polarising the hull you can shortly deactivate it, but after 5 seconds you can be targeted again. but by sending an energy-pulse back you might damage or as a bc caught by tractor beam even can destroy the science console (it then ave to be repaired). The energy-pulse have to be researched, and it also costs much more energy than re-polarising. Wraiths can only use the energy-pulse (for re-polarising a hull you need much more electronic things, so not enough space in a wraith), Miners,Corvettes and destroyers can use re-polarise and only the bc can use both. Using the energy-pulse with bc costs much more enery.

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