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New Cloak Modules for our Ships http://galaxylegion.com/forum/viewtopic.php?f=6&t=36295 |
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Author: | Yung [ Tue Jun 18, 2013 3:06 am ] |
Post subject: | New Cloak Modules for our Ships |
Since the current Max Scan Unbuffed is Greater than the current Max Cloak Buffed isn't it about time we were able to increase our Max Cloak for our ships? I don't have the exact numbers myself but I'm certain someone could provide them if necessary, we need to balance this out though. |
Author: | Wolfy Minion [ Tue Jun 18, 2013 3:07 am ] |
Post subject: | Re: New Cloak Modules for our Ships |
You realize if cloak>scan no one would find anyone on their bt right? |
Author: | Yung [ Tue Jun 18, 2013 3:13 am ] |
Post subject: | Re: New Cloak Modules for our Ships |
Wolfy Minion wrote: You realize if cloak>scan no one would find anyone on their bt right? Few people would be willing to greatly increase their damage cap just to be invisible. Make the deck requirements high for the new modules and make the price nothing to scoff at and it'll discourage players from abusing it. It would also provide a way to avoid situations like what happened with the Fall of the Dysonians. |
Author: | itsSoulPLayAgain [ Tue Jun 18, 2013 3:37 am ] |
Post subject: | Re: New Cloak Modules for our Ships |
when i was a little player. I always thought that max cloak was bigger and you needed to set artys to find the biggest people. I was sooo wrong. I think it should be like that. |
Author: | Wolfy Minion [ Tue Jun 18, 2013 4:23 am ] |
Post subject: | Re: New Cloak Modules for our Ships |
Yung wrote: Wolfy Minion wrote: You realize if cloak>scan no one would find anyone on their bt right? Few people would be willing to greatly increase their damage cap just to be invisible. Make the deck requirements high for the new modules and make the price nothing to scoff at and it'll discourage players from abusing it. It would also provide a way to avoid situations like what happened with the Fall of the Dysonians. Umm I would just remove hull tbh. As for price...unless it is like 20B credits not going to make much of a difference. Again you realize this requires you to buff you scan just to do a pvp run...which is ridiculous. |
Author: | Yung [ Tue Jun 18, 2013 4:32 am ] |
Post subject: | Re: New Cloak Modules for our Ships |
Wolfy Minion wrote: Umm I would just remove hull tbh. As for price...unless it is like 20B credits not going to make much of a difference. Again you realize this requires you to buff you scan just to do a pvp run...which is ridiculous. Not really... it could be something that requires a tremendous amount of upkeep, high upfront costs, and take a ton of deckspace. A combination of those things should make it enough of a dissuading factor for most players that they won't bother with it, meaning only those that really want to be better cloaked will do it. And it's not ridiculous... it's part of the game and an aspect of it that has long been neglected. |
Author: | f3ar3dlegend [ Tue Jun 18, 2013 4:45 am ] |
Post subject: | Re: New Cloak Modules for our Ships |
Wolfy Minion wrote: Yung wrote: Wolfy Minion wrote: You realize if cloak>scan no one would find anyone on their bt right? Few people would be willing to greatly increase their damage cap just to be invisible. Make the deck requirements high for the new modules and make the price nothing to scoff at and it'll discourage players from abusing it. It would also provide a way to avoid situations like what happened with the Fall of the Dysonians. Umm I would just remove hull tbh. As for price...unless it is like 20B credits not going to make much of a difference. Again you realize this requires you to buff you scan just to do a pvp run...which is ridiculous. You're overlooking the fact that not everyone would do this. This allows a few people (who wish to do so) to become "invisible", and focus their ship on how they want to play, instead of defending themselves. We already do this with planets, by cloaking them so high that they cannot be scanned, and thus the planet can be fully production-focused. We still scan other planets, and in the same way, we'd still scan other people on our BT. I doubt every single person in your badge range will fully cloak themselves, and thus you still have other people to target. |
Author: | Wolfy Minion [ Fri Jun 21, 2013 10:15 pm ] |
Post subject: | Re: New Cloak Modules for our Ships |
Better idea...make stealth optimizer a NPC drop. 30% boost that can be take off with a CM. Puts you over unbuffed scan (nonexplorer) as a nonzolzain/nonspy with max cloak |
Author: | varunjitsingh146 [ Fri Jun 21, 2013 10:31 pm ] |
Post subject: | Re: New Cloak Modules for our Ships |
+1, the entire research tree can use some expansion imo. Wolfy Minion wrote: Better idea...make stealth optimizer a NPC drop. 30% boost that can be take off with a CM. Puts you over unbuffed scan (nonexplorer) as a nonzolzain/nonspy with max cloak +1 |
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