Forums » Suggestions

New "Weapons" for EMS

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Sep 16, 2008 elvis777 link
Hello all, ElvisClone777 here! While I understand the need for many and varied implements of destruction (after all, without 'em, we wouldn't have a job!), I would like to express my dismay at the lack of tools that are EMS-friendly. Over 100 weapons of destruction, both mass and personal, and 2 repair guns. If you count the storm radar extender, EMS has 3 tools with which to help the entire Vendetta UNIVERSE with!!!
My suggestion is 1 or 2 more EMS-type add-ons. I would like to see a repair CANNON (or similar), ammo around 60 or so (but absolutely more than 30!), with the ability to acheive more healing per blast, 1000-3000, and possibly the best auto-aim of any weapon/component in the game. It doesn't make much sense to me that the only reason the Mrk 2 Repair Gun is better than the Mrk 1 is because it recharges faster. Not to mention you need 15 mentor points to acquire said device. Yes, I know, you can trade for them or get them from guild members, but that's beside my point. I've heard the idea of homing repair missiles thrown about, but am not sure this is practical-how many pilots want a missile coming their way, friendly or not!
In closing, I'm not sure I put this request/suggestion in the right place, but oh well. Call it a newb mistake. I'm also not certain how suggestions become reality, but if it will help any, I will have EMS, as well as other pilots, respond and add to this thread. Maybe if we get enough responses, my dream will become tangible!
Great Game Guys!
MechTech ElvisClone777
EMS-The Best 'Techs in the 'Verse!!
Sep 16, 2008 toshiro link
Repair mine: Like an L-mine (same ammo count/time-out), with a set amount of armour points to be regenerated to whomever is friendly to the dropper.

Perhaps around 50k.
Sep 16, 2008 zamzx zik link
cooler then a repair mine; nanite field

drops around 12 little 'gas clouds' that start being condensed and slowly drift apart. You can be repaired by multiple coulds at a time.(clouds using the already-ingame mist thingy)

it would be cool, as when it is more dispersed, it will repair less, but cover more area.
Sep 16, 2008 slime73 link
Perhaps something a little easier to implement would be a repair mine, which would be like an lmine with negative damage.
Sep 16, 2008 Kierky link
I think that we haven't paid much attention to Medic Resources and this should seriously be taken into account..
(CoreRep EMS)
Sep 16, 2008 Shadoen link
Repair flare.
Sep 16, 2008 zamzx zik link
pie widgets.
Sep 17, 2008 missioncreek2 link
How about rocket and rail reloads. Make it a slow process - say 10 or 20 seconds stopped.

This would make EMS so much more useful. As it is now, half the time I don't need their services bacause I need more rockets at the station anyway.
Sep 17, 2008 sfriedenberg link
I don't want to appear as an ass, but I feel that 'weapons' (regardless of their intent) shouldn't be directed or created for a single entity - EMS - and with the very few number of people actually utilizing these already existing 'weapons' I see no reason to create more of them.
Sep 17, 2008 Rejected link
because with more utility and diversity in that field, there might be more incentive and uses for repair ships. EMS is just the contemporary example, since they would be the direct beneficiaries, and since their unaligned, new repair weapons wouldnt shake the balance of power, and would add new dynamics to this game

I like the repair mine idea, since it requires you to stop your ship near the mine to be repaired, and also it could be destroyed by enemy pilots.
Sep 17, 2008 Shadoen link
Elvis should have just wrote "New repair weapons" for the title. EMS are not the only ones who use them.
I think a larger variety of repair weapons would make gameplay a bit more interesting, especially in large scale battles, such as the nation war.
Sep 18, 2008 Whytee link
it is the only type of gun that I use
Sep 19, 2008 Capt.Waffles link
Repair Avalons! Think about it, it's a good idea.
Sep 19, 2008 Breazle link
Repair mine sounds like a great idea, maybe having it small port that way u can still use the normal MII repair weapon on the hog for botting etc. There are also alot of other people that could benefit from the mine as mentioned previosuly in the post it would add a nice extra to nw's And since the ship would have to be stationary to get repaired i dont see it as an unfair advantage.
Sep 19, 2008 xXxDSMer link
well " sfriedenberg"... dont be one then lol.

EMS isnt the only people that use repair modules...
i took one out the other day while mentoring someone so that they could stay out longer hunting bots, and thats not the only time i've used a rep module (for example, once while queening in a group of 5 or 6 people). had me a megaposi in one port and the basic repair module in the other large repair port.

so i like the idea of more repair type "weapons" and not only would it benefit EMS (because they'd have better tools to heal with) it would benefit everyone because those like myself that see a useful-ness for a repair module in battle, and will carry one into battle when useful, will also have better tools at their disposal :)
Sep 20, 2008 Kierky link
The addition of "new" repair weapons it to benefit everyone, whether they use them or not is their choice. I, despite being in EMS and a very high rank, at that, have only a few ideas:

1: Repair Mines
The addition of this would be great, they would work exactly like lightning mines, with a max number of targets being 2. To make this mine a little more balanced, we will need to reduce the amount of damage repaired per second and the range. This would discourage the use of the mines in close combat.
The mines will repair everyone, besides those you are Hate or less with, and for Itanis or Sercos, the opposing nation.
I have devised a set of stats for the Repair mine.
Repair Mine:
Fuel: 900s
Damage: -100/s
Range: 30m
Max No. of Targets: Unlimited
Energy: 100
Grid Power: 8
Mines self destruct when power cell is empty.

Another problem could be:
Use of the Repair Mines in NW's. They should be discouraged for use in NW's because if you are Itani, say and you drop one.. it would repair friendly Itani's and also UiT's. If you are UiT, then it would repair anyone... Also due to lag problems in the NW it should be banned for the same as L-mines.

As EMS has had limited usefulness, I strongly believe that the addition of these weapons will make EMS a LOT more useful, and at the same time, will not disrupt the balance of power.

(CoreRep, of EMS)
Sep 20, 2008 Breazle link
u mean it mine will last 900s and when it does it will self destruct, not the person's battery cell? i reckon it would be better if it could repair anyone except nations u are kos with with no maximum targets.
It would also have to self desturct if you leave the sector.
Small port mine?
Sep 20, 2008 Kierky link
I specified that Breazle, yes.
In case you are not aware, your power cell needs energy to initiate the jump sequence, whether you have only 1/4 of your total power left or full, it will drain your full battery to Zero during the jump sequence. This, in effect will destroy the mines. You would notice this countless times when you have to recharge your cell when coming off a jump sequence.
Yes, this will be a small port mine.
I forgot to add, the mines mass in total will be 2000kg.
Sep 20, 2008 Kierky link
("i reckon it would be better if it could repair anyone except nations u are kos with with no maximum targets.")

I have edited to suit.
Sep 20, 2008 Breazle link
wouldnt that also mean if u were firing a weapon and emptied your battery it would self destruct?

guess you wouldnt be firing another weapon that uses energy like that though