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Space port, tractor beams and hyperdeny.

 
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Space port, tractor beams and hyperdeny. - 6/3/2013 11:40:43 AM   
Florestan

 

Posts: 227
Joined: 6/5/2010
From: Montpellier, France
Status: offline
I equipped my spaceports with tractor beams. In my naive thoughts, a space port would use them to repel invasion, especially troop transport. But no. Their operators invariably are traitors, and help the enemy to land. In my opinion, this is a bug and I hope it will be fixed.
So, what are these blasted tractor beams for? Mostly too short a range to use as an escape preventer, never used to repel ships when escaping (and actually the opposite on a few occasions, that cost me some ships), tend to fire on ships that are eager to come closer, they are using quite a bit of space an do no damage, are not even constant beams, and the day you're lucky and it works as you would want, your ship fire its damaging weapons at some other bugger in the distance instead of on the one next to it.
The idea was so good! Please, fix it!
And… sorry, but I am feeling whinny, today.
What about AOE repulsors on spaceports to prevent invasion unless you destroy the base? And what about beam that actually pulls on both ships depending on their mass, as it should be, so it can be used on fixed things, like bases, to get near them faster, that you could equip your troop transports with, or by a fleeing ship so that it can flee faster by pushing over its pursuers ? What about traction countermeasures?
The idea was so good! Please use it!
And about gravity wells and hyperdenies, why isn't it possible to switch them on whenever useful? I mean, stopping weaker ships to go away or pass through. Why doesn't a ship that is not attacking switch their hyperdeny off even if there are enemies in the vicinity attacked by your other ships? Why stop the hyperdeny each time you kill your current target while there are others rooting enemy ships? Why use hyperdeny when nobody is in range, wasting energy and fuel? Why having ten ship hyperdenying to stop one ship? Maybe it would make sense with hyperdeny countermeasures? Why don't your ships stop hyperdeny when one of them is trying to escape?
Would it really make the game that slower if the ships where a bit smarter when fighting?
Post #: 1
RE: Space port, tractor beams and hyperdeny. - 6/3/2013 12:52:25 PM   
necaradan666

 

Posts: 256
Joined: 5/28/2012
Status: offline
Tractor Beams pull weaker ships in and push stronger ships away, being a starport it's likely that most ships will get pulled in.

(in reply to Florestan)
Post #: 2
RE: Space port, tractor beams and hyperdeny. - 6/3/2013 3:39:16 PM   
Plant


Posts: 418
Joined: 4/23/2013
Status: offline
Pulling and pushing seem to be determined only by firepower rating. Low fire power seem to always be pulled, and high firepower always seem to be pushed.
It's seems to be a cool idea, but poorly implemented, with no control on the player end.

(in reply to necaradan666)
Post #: 3
RE: Space port, tractor beams and hyperdeny. - 6/3/2013 4:15:12 PM   
Florestan

 

Posts: 227
Joined: 6/5/2010
From: Montpellier, France
Status: offline

quote:

ORIGINAL: necaradan666
Tractor Beams pull weaker ships in and push stronger ships away, being a starport it's likely that most ships will get pulled in.

Exactly what I meant: they are useless. Especially as they are too expensive to be worth to put on smaller ships. And what the point in smaller ships, anyway, when you can build bigger and faster ones that can crush them?

(in reply to necaradan666)
Post #: 4
RE: Space port, tractor beams and hyperdeny. - 6/3/2013 5:27:38 PM   
Plant


Posts: 418
Joined: 4/23/2013
Status: offline
There isn't one. Unless you happen to reach the wrong end of the energy curve, or are designing specialised pirate raiding ships, but those aren't combat ships anyhow.

(in reply to Florestan)
Post #: 5
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