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About This Page About This Page: This is a discussion on Roots, Snares and Slows - Missles Revised for jge. within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. But is your missile going to slow down the target, disable certain systems or just blow the (deleted) out of it?
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Old 11-16-2007, 06:27 PM   #46 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

But is your missile going to slow down the target, disable certain systems or just blow the (deleted) out of it?
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Old 11-16-2007, 10:03 PM   #47 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

It will just be a strong torp type missle that is only for divebombs, limited life, slow by itself, but very fast to track and maneuver.
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Old 11-16-2007, 11:10 PM   #48 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

I once had an idea of some kind of vortex missile that created a gravity well when it exploded, effectively slowing the enemy with increased gravity. I tried searching the jossh forums for it but I couldn't find it
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Old 11-17-2007, 07:26 AM   #49 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

Yeah I would like to see different types of missiles in Jumpgate Evolution. I like a lot of the ideas in this thread.
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Old 03-20-2008, 05:43 AM   #50 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

Tactics is a skill as well, one that often was found lacking in Jumpgate Classic. Primarily because the game didn't encourage it enough.

I feel sad for anyone who thinks "skill" refers only to the ability to pound out damage.

As for non-damage missiles that mess with you system being unbelievable, I'm sure you've all encountered the concept of EMP before. It's neither fiction nor magic.
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Old 03-20-2008, 08:16 AM   #51 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

please stop trying to compare Jumpgate Evolution to blizzards bastard child of a game.

seriously, if you played wow and now you dont for whatever reason, more power to you.

Jumpgate Evolution is a space based MMO. There are no elves. There is no magic. But it is an MMO.

EVE PvP is awesome (when its not blob pvp). I have on numerous occasions used webbers and jammers to stop my prey from escaping. they were in no way NOT able to defend them selves. The lack of a pilotable ship is what made me leave EVE.

the idea of a missle (or gun for that matter) that will knock out a ships engines/systems for a short time is a good one. But thinking that because you are running away from the furball you just started at 390v instead of 425v is going to ruin the game is just silly. That means i have a cahnce of catching that tensy that just smoked my wingmate before he makes it back to a protected zone.

Oh, and they arent called MISSles for nothing. If you cant dodge an incoming missle, i have no pity for you.

Again, this is NOT WOW. Its not going to be WOW. They arent even in the same galaxy as each other.
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Old 03-25-2008, 09:49 PM   #52 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

Quote:
This was very easy to do back in the day against a nix, but just about impossible with any other ship. I'd like to see a missile designed for this type of attack that can hit even the fastest/smallest ships.
Don't know about now, but that was very doable to any ship. (circa 2003)

Also I really like the idea of a missile that disrupts the gate. Only let it work in unreg and if a person wants to equip it make it so that it is the only missile they can equip.
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Old 03-26-2008, 01:08 PM   #53 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

I wouldn't mind an EMP missile or EMP mine....

I could see the EMP reducing your system capabilities for a short to medium duration, or a player initiated reboot of the ship.
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Old 03-26-2008, 08:56 PM   #54 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

i wish they would consider "mines" into their feats to be added, no word on those yet, not even mentioned.
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Old 03-28-2008, 08:30 AM   #55 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

I liked the idea of having Proximity Mines as defensive measures for non-fighters.
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Old 03-28-2008, 09:09 AM   #56 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

My idea would have been Tractor Beams (Star Trek, Tie Fighter). You have to aim them and give up a weapon slot for them, and they take a ton of power to use, plus if you are in a tiny ship and have a tractor beam, you aren't going to be slowing down a big ship, you're going to get tugged along, but if you are in a massive ship with powerful engines you could stop a little ship in it's tracks.
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Old 03-28-2008, 01:14 PM   #57 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

they hint of these proximity mines on the latest article Ambro.
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Old 04-13-2008, 04:44 PM   #58 (permalink)
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Re: Roots, Snares and Slows - Missles Revised for Jumpgate Evolution.

I've played games with emp missiles, X 3 is one, there its called a disruptor missile, hit a ship and it kills all power like a big surge for maybe 15 seconds then it resets. I also like defence missiles, in X 3 they use MDM..Missile Defence Mosquito...small cheap, fast missiles that do NO damage to speak of to a fighter, but are fast enough to hunt down incoming missiles in defence, thats a good one too. I also just like a few regular "tracking" missiles for shooting down flux, maybe one that will kill lev 2 in one shot early in the game for use by miners, frieght haulers, etc.
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