Forums » Suggestions

Another exploit fix

Apr 13, 2003 Urza link
Because Chewy's post has degraded some.. Here's my idea for a fix of the "wormhole rocket" exploit

wormhole rocketing - v. the act of firing rockets inside a wormhole, then jumping so the rockets impact their target with no risk to you.

A fix: as soon as you hit activate and enter a station, wormhole, or anythnig in the future that will require it, all your shots dissaper. this includes rockets, homers, seekers, swarms, ions, lazers, and mines.
Apr 13, 2003 Pyro link
Not mines. The launchers don't hold enough to make a good minefield without reloading. The rest sounds good though.
Apr 13, 2003 Urza link
ok. how about it gets rid of miens when you redock in sectors otehr than home sectors?
Apr 13, 2003 Drooling Iguana link
Why not just have a few seconds delay for your warp engines to power up, during which you can't fire?
Apr 13, 2003 Urza link
because after you fire then hit enter, you're invonerable. your rockets can still hit someone, and during those few seconds, the odds are his shots wont reach you
Apr 13, 2003 Pyro link
Quote: "ok. how about it gets rid of miens when you redock in sectors otehr than home sectors"
Yeah, that sounds good. It'd also cut down on station mining.
Apr 13, 2003 Suicidal Lemming link
How about this, get rid of lightning mines and allow light ships to fire that weapon!!
Apr 13, 2003 Pyro link
Mmm... Lightning gun... *drool*
Apr 13, 2003 chewy link
yeah the mines need to stay, course i dont think mines should disappear even if you leave the sec.
but if you leave the sec their in they should go on a realitivly good timer
Apr 13, 2003 SirCamps link
I think the answer is to change mines from matter-based to energy-based:

A prox mine is a ball of energy that explodes into a concussion wave if someone gets too close.

A lightning mine works the same way on contact, but releases a focused beam of electrical lightning at any ship that gets within a certain radius. (So far so real.)

The ship that lays these mines must be within a certain distance, say 3000km to supply a constant source of energy to these weapons. Yep, this means it will drain your battery. When you travel beyond 3km, the weapons will gradually lose their potency and within a short time (20 seconds?) they will disappear.

Possible tactics:

A ship with multiple large batteries to supply a minefield with energy.

Ships to protect the mine layer.

Limits to the number of mines laid, the drain would be too much.

Mines are limited to a certain area.

Possibly leave the current mines with a timed life-span, but make them much more expensive, and geared toward disabling capitol ships. These would be suitable for attacking fighters. Also would allow for an energy "gun" that fires an explosive ball of energy (of both variants)

Off-post-topic: I really wouldn't worry about that exploit, Urza. You're asking for somethin' if you're fighting in a wormhole area and the other person is trying to jump.
Apr 13, 2003 Drooling Iguana link
---Quote---
because after you fire then hit enter, you're invonerable. your rockets can still hit someone, and during those few seconds, the odds are his shots wont reach you
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But if there was a few seconds' delay between hitting enter and actually leaving the sector, during which you can't fire but can still be hit, wouldn't that solve the problem while still being fairly realistic? If someone's far enough away from their target that their rockets will take more than a couple of seconds to hit, then they'd be fairly easy to dodge anyway.

As for seekers, maybe they can just have their guidance systems shut down after the person who fires them leaves the sector. It would effecticely neutralize them, but still be more realistic than if they'd just disappeared.