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Author Topic: New abilitys to add  (Read 7370 times)

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September 12, 2010, 05:58:56 PM

Offline RockNRollJoe

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New abilitys to add
« on: September 12, 2010, 05:58:56 PM »
Sort of things people have thought about before like making conditions where a fraction could capture another fractions ship and use it for themselfs.

It would be tough to do and make it so the ship would be able to be used in GC after the battle kind of like a chewbacka's land ability but the ship that could take over the other ship would be as weak as a transport or even weaker if that's possible.





Joe

September 12, 2010, 07:08:38 PMReply #1

Offline vadereclipse

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Re: New abilitys to add
« Reply #1 on: September 12, 2010, 07:08:38 PM »
abilities can't really be made, only modified from existing abilities.

September 12, 2010, 07:12:40 PMReply #2

Offline RockNRollJoe

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Re: New abilitys to add
« Reply #2 on: September 12, 2010, 07:12:40 PM »
Then perhaps Chewbacka's capture ability modified so a ship would capture another one.


Joe

September 13, 2010, 03:22:42 AMReply #3

Offline vadereclipse

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Re: New abilitys to add
« Reply #3 on: September 13, 2010, 03:22:42 AM »
it can be, and it has been done, but the question is realism, and a small team capturing a star destroyer is highly unrealistic.

September 13, 2010, 08:11:28 PMReply #4

Offline RockNRollJoe

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Re: New abilitys to add
« Reply #4 on: September 13, 2010, 08:11:28 PM »
Then perhaps a ship designed to carry thousands of men.
The trade off would be no weapons and weak hull/sheilds.




Joe

September 13, 2010, 11:41:09 PMReply #5

Offline Zeron

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Re: New abilitys to add
« Reply #5 on: September 13, 2010, 11:41:09 PM »
That way one lucky shot can kill thousands of troops. Yeah, that's a great idea. Just like the Titanic.

September 14, 2010, 12:17:27 AMReply #6

Offline RockNRollJoe

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Re: New abilitys to add
« Reply #6 on: September 14, 2010, 12:17:27 AM »
That way one lucky shot can kill thousands of troops. Yeah, that's a great idea. Just like the Titanic.
Lol but the ship is fast it's a risky ship to use and the point would be you have to use it well.



Joe

September 14, 2010, 05:29:22 AMReply #7

Offline vadereclipse

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Re: New abilitys to add
« Reply #7 on: September 14, 2010, 05:29:22 AM »
That way one lucky shot can kill thousands of troops. Yeah, that's a great idea. Just like the Titanic.
Lol but the ship is fast it's a risky ship to use and the point would be you have to use it well.



Joe
one word: canon.
besides, now matter how "well" a ship is used, if it's close to a capital ship, it's going to be blasted up. it's not a question of skill.

September 14, 2010, 09:09:47 PMReply #8

Offline Watwar5

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Re: New abilitys to add
« Reply #8 on: September 14, 2010, 09:09:47 PM »
Quote
besides, now matter how "well" a ship is used, if it's close to a capital ship, it's going to be blasted up. it's not a question of skill.
Tell that to Corran Horn.
But yeah, you would have to make the ship really powerful to get it close to a capital ship (Or have a Jedi fly it) which would unbalance the game.
Maybe just for frigates?

September 15, 2010, 12:01:46 AMReply #9

Offline RockNRollJoe

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Re: New abilitys to add
« Reply #9 on: September 15, 2010, 12:01:46 AM »
Or perhaps make it up to chance.
A 50 50 chance or whatever else either the raid is successful or it fails (i am refering to when the transport ship uses the capture ability)
Since the chances of success clearly low baised on that and the other things about it that I posted I think it's a fair idea however for the cannon issue why not simply use one of the standard transport ships.

Or make the chances of success increese with more than one of the said ships try capturing the ship (after the ship is captured all the ships that used the ability are destroyed thus in a way keeping a balance to it so a person wouldn't just capture all the ships at least not with the same ships twice.)

Lastly make it so it is timed about 20 seconds for an outcome to be decided on who would control the ship.

The SSD ships, heros ships, and other larger then capital ships would not be effected by the ability simply because an invasion would be hopeless since there are mainly huge number of men on the ship would overwelm them completely and hero ships wouldn't be effected because the ship has a vary effective leader or a hero that excels at combat (like a Jedi or Sith).

I think I made a point since it clearly is possible to take control of ships like ISD I just made a suggestion.



Joe

September 15, 2010, 12:11:09 AMReply #10

Offline Scarecrow63

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Re: New abilitys to add
« Reply #10 on: September 15, 2010, 12:11:09 AM »
The problem with the idea is that it is simply just not realistic.  An ISD has a crew of 47,000, including nearly 10,000 infantry.  If the turbolasers didn't stop the boarding vessel, then 10,000 soldiers would.
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September 15, 2010, 12:18:48 AMReply #11

Offline RockNRollJoe

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Re: New abilitys to add
« Reply #11 on: September 15, 2010, 12:18:48 AM »
I guess the odds could change if some hard points on a ship were destroyed like sheild generators say killing them all would be fair game except the hanger since I am guessing that's the only way to board if not then the hangers destruction would also cause casulitys.

In a way destroying the hard points is the only way for this kind of idea work so again I think I made a good point.


Joe

September 15, 2010, 12:23:13 AMReply #12

Offline Scarecrow63

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Re: New abilitys to add
« Reply #12 on: September 15, 2010, 12:23:13 AM »
Unfortunately capturing a ship full of tens of thousands of hostiles is something that could take days or weeks.
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September 15, 2010, 12:30:55 AMReply #13

Offline RockNRollJoe

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Re: New abilitys to add
« Reply #13 on: September 15, 2010, 12:30:55 AM »
True but this is a video game according to it a battle happens in less than a day.

Unless if it was like in some way romance of the three kingdoms kind of battle I see no problem with the short time limit to make a quick resolution possible and the ability would manly be ideal for dealing with a fleet vary small so again another weakness to it.

It's a vary good idea if you look at it the same way I do.
And I can keep this up all night.


Joe

September 15, 2010, 11:34:22 AMReply #14

Offline Corey

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Re: New abilitys to add
« Reply #14 on: September 15, 2010, 11:34:22 AM »
Leaving aside whether or not it is a good idea, it isn't even doable in that way.
« Last Edit: September 15, 2010, 11:46:03 AM by Corey »
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September 15, 2010, 04:46:10 PMReply #15

Offline Znieh

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Re: New abilitys to add
« Reply #15 on: September 15, 2010, 04:46:10 PM »
Only ability that I've thought of that makes sense is for ships to have both the boost shield ability and the boost firepower ability. It would seem that any ship could sacrifice shields or firepower for the sake of boosting the other. Like fighters in the X-wing and TIE fighter series. Of course if this is doable I have no idea.
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September 15, 2010, 04:56:48 PMReply #16

Offline Slornie

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Re: New abilitys to add
« Reply #16 on: September 15, 2010, 04:56:48 PM »
Only ability that I've thought of that makes sense is for ships to have both the boost shield ability and the boost firepower ability. It would seem that any ship could sacrifice shields or firepower for the sake of boosting the other. Like fighters in the X-wing and TIE fighter series. Of course if this is doable I have no idea.
Conceivably you could also give ships the power to engines and tractor beam abilities - lots of ships could do that too!  But then what would you do?  Because (as far as i am aware) you can only have two accessible abilities on the command bar.
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September 15, 2010, 08:36:33 PMReply #17

Offline RockNRollJoe

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Re: New abilitys to add
« Reply #17 on: September 15, 2010, 08:36:33 PM »
Leaving aside whether or not it is a good idea, it isn't even doable in that way.
Really what part is undoable?


Joe

September 16, 2010, 08:45:52 PMReply #18

Offline Zeron

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Re: New abilitys to add
« Reply #18 on: September 16, 2010, 08:45:52 PM »
Abilities just aren't that complicated. Almost all of it would be impossible.

 

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