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More More powercell variants

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Apr 22, 2009 Kierky link
[Approved]
Apr 23, 2009 yudraciell link
Approved i like it lots
Apr 26, 2009 Lord~spidey link
Bumpeh
May 13, 2009 FusionBurn link
Another bump, plus one of my powercell ideas
http://www.vendetta-online.com/x/msgboard/3/21300?page=#263607
^^ To make quad-rails a usable heavy interceptor
May 23, 2009 Lord~spidey link
I'm wondering if anyone thinks this would unbalance the game.
May 23, 2009 Dr. Lecter link
No, that 55 charge 400 cap SF battery wouldn't make a GODLY X1 at all.

Implement please!
May 26, 2009 Lord~spidey link
In my years of playing a valk is impossible to catch after the first 3 seconds of boosting regardless of what powercell it uses (heavy UC FC), having a cell that doesn't drain much like this one would make it a much more deadly chaser, and you would have to pop about 50 SF guards to get one too.
May 26, 2009 Pointsman link
People should be encouraged to aim not spam their weapons. I don't think this will do that.
May 28, 2009 Lord~spidey link
no but its going to make chasing things down with a valk much better.
gonna remove the SF batt for reason of balance then.
May 05, 2010 Lord~spidey link
Pmub
May 05, 2010 Chaosis link
+1
May 05, 2010 ryan reign link
Best idea I've heard in a while.
May 05, 2010 tarenty link
I think the grid needs to be improved for the light powercells if you want fighters to use them... 12 grid can barely support a raven/neut config.
May 05, 2010 Maalik link
Energy spam is bad bad bad. Learn to aim.

no but its going to make chasing things down with a valk much better.

like the valk needs a buff.
May 05, 2010 Lord~spidey link
Maal i'm sorry but more shot = shorter fights and with you that's not a problem

and i just want some good diversity between powercells because right now we only really have two/three choices...

all the batts with alot of juice and decent charge take a long time to recharge for a jump so they would be awesome for chasing in the sector but as soon as someone with a fast charge/UIT cell gets past the 3000m mark you will lose em very fast.

the batteries that combine a decent charge rate with a good cap are pretty heavy 600kg+ so they would slow down the boosting by quite a bit.
May 29, 2010 Wyrm link
The one wrinkle I'd add to the strikeforce batteries is a limited service lifespan for them. This would make sense; a strike force is a short-term solution where you want to get as powerful a force out of the station as quickly as possible to deal with the threat; you're not going to be particularly fussed if the batteries have only a couple of hours service life before they break down and need replacement.

So, implement a lifetime for the cells after which they drop to a very low power output sufficient to power the ship engines and extremely slowly recharge for jumps; this means the player isn't stranded when the cell conks out, but is severely crippled. For added giggles, make the lifetime not a simple timer, but a count of how much energy the thing has output over that time, and give no indication of how knackered the cell is until it breaks and reverts to being an emergency cell (cost 5cr).
May 29, 2010 arxeeron link
-1 to OP
May 29, 2010 Spedy link
azxeeron, an explanation would be nice. Why is more powercell variety bad?

I think those with more than 50 recharge should all be massive enough to prevent an infiturbo valk from being too effective, but otherwise these look good.
May 29, 2010 ryan reign link
+1 its still a great idea.
May 29, 2010 Lord~spidey link
spedy keep in mind the price and the fact those that have good regen/cap would still suck for intra-sector chasing.