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Re: FlashFires
RADI = KOS!!!
BAN BAN BAN!!!11one!!1teh eleven!!! I really thought FF's made the game "slightly" less than Quake in Space, and slightly more Team Fortress. I would really like to see the different ship classes, ie, LF, MF, F, Bomber, equate to different character classes in games like WoW, Call of Duty, Team Fortress, etc. |
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Recruit
Pilot Name: ventura
Join Date: Jun 2007
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Re: FlashFires
Then make your arguement why they should go away, and what if any replacement should be placed in game. eg afterburners or some other speed boost system.
Or should there simply be one "fastest" ship with no chance to catch it ever. |
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Cadet
Pilot Name: Raz-X
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Re: FlashFires
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Re: FlashFires
Flashfires should go back to their old way.
If you run NoS in your car, you dont throw away the bottle when it runs out of gas. You refill it. The current FF system was put in to try and pull cash out of the game but had the effect of putting another nail into the coffin for PvP players. Now if they wanted to give us fuel that we had to stock in order to refill the FFs, then Im all for it. But having to buy a new bottle everytime you punch the purple stream is beyond stupid, IMHO. |
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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
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Re: FlashFires
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Pilot Name: TexMurphy
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Re: FlashFires
I wouldnt remove them but Id change them...
FFs should draw AB fuel and take a while to recharge. This ofcourse would require a change to the way fuel works as all ships have equal ammount of AB fuel and each engine draws the equal ammount of fuel. Each engine should draw different ammount of AB fuel so that the time under boost (ab and ff) could be tuned per ship per setup. Tex |
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Re: FlashFires
@daslog
There is a huge difference in having to get the raw materials, create components and then create the end product of flashfires, than just refueling them. Idea: I wouldnt mind if we had fuel tanks for both the engines and FF. When you fuel runs low, you have to dock to get more. Fuel management is always a consideration in a flight sim. You have to plan your flight/fight and know when to egress. If you run out of fuel in space, you could call an NPC to come refuel you. Of course he charges more credits than refueling at a station. I thought that a dedicated support ship would be nice as well, repair beams, fuel booms, etc. maybe a job for light carrier class ships? Anyway, I would like that dimension of gameplay. Your in a fight, "Bingo Fuel" light comes on, time to egress the situation and get out of dodge, or risk become a sitting duck. I think it would add a lot of depth, plus it would give the defending faction a slight edge strategically because their bases are closer. |
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Member
Pilot Name: daslog
Joystick: sidewinder
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Location: new hampshire uber alles
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Re: FlashFires
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I like the idea of support ships too... |
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Re: FlashFires
I would get rid of flashfires all together and replace it with a different type of system that is inheirent in all ships. Sure you could add equipment to your ship to modify the "FF" value in either longer burning or higher top speed, but having a consumable resource that is absolutely CRITICAL to pvp is not a good idea.
I mean how many times did players just sit in station and not undock because there were no flashfires? When that happens, something is broke. |
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Re: FlashFires
I would be favor of some built-in type flashfire that would use a commodity based fuel (basically become an After Burner). This would really help haulers who might have bigger AB fuel tanks. A question then comes to mind... if you treated this as an AB, would you be able to burn the entire contents at once, or would you be forced to have a cool-down period after X amount of time of continuous use?
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Re: FlashFires
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