Forums » Suggestions
Tridents being big bulky glorified cargo ships should require 22 grid in order to move. Yes this is to counter all Tridents running fast cells which is complete nonsense.
+1
I'm not clear on whether you want the ship to actually consume that 22 grid, or just to check whether >= 22 grid is available. I'm fine with either; just curious.
I'm not clear on whether you want the ship to actually consume that 22 grid, or just to check whether >= 22 grid is available. I'm fine with either; just curious.
+1 this should have been done years ago. And makes perfect sense. Tridents are not light fighters.
+1
A very simple fix.
A very simple fix.
-1 unless/until other options are available for Tridents. I can see the reasoning behind this suggestion, but I like having options for my dent. Having a FC prevents mounting a bunch of Capital weapons, all it allows is faster jumps. I would suggest a "Trident Fast Charge Cell", that has a faster charge rate, lower grid, to achieve a similar, but more appropriate, option.
+1
I said the same thing ages ago, so no arguments from me. I think the main reason for this "is" the fast jumps, so even if they do add a TFC, it still should not be as effective as the current FC is.
I said the same thing ages ago, so no arguments from me. I think the main reason for this "is" the fast jumps, so even if they do add a TFC, it still should not be as effective as the current FC is.
Just require 22 available grid power
+1 to the suggestion, but also to faille's point that some alternatives to the traditional thpc should exist.
-1 since I want to equip a Fast Charge and jump crazily fast cause slow travel is boring!!!
-1 until we get Trident fast cell
+1 I fully support this suggestion...
Another bonus of this is the mass of the Trident could also be reduced by the mass of the Trident Heavy cell and put it back at 3,000 tonnes with one equipped without making it too light with a small ship's power cell attached.
There doesn't need to be a Trident fast cell. If anything, the FC is too fast even for smaller ships because of the weapons lockout timer after jump.
Another bonus of this is the mass of the Trident could also be reduced by the mass of the Trident Heavy cell and put it back at 3,000 tonnes with one equipped without making it too light with a small ship's power cell attached.
There doesn't need to be a Trident fast cell. If anything, the FC is too fast even for smaller ships because of the weapons lockout timer after jump.
+1 for wash idea and also +1 for faille, we need something add to the game lol
+1 because it makes sense.
It makes sense if your trying to keep tridents from jumping fast as an escape tactic.
-1
-1
+1
You want to defend your trident, you make and use the capital ship weapons available to do so. You don't sector-hop the game's largest PC ship around like a fucking Atlas.
You want to defend your trident, you make and use the capital ship weapons available to do so. You don't sector-hop the game's largest PC ship around like a fucking Atlas.
Dr. lecter++ for that rhetoric
@ 02:53PM PaKettle wrote:
It makes sense if your trying to keep tridents from jumping fast as an escape tactic.
-1
This is a MMORPG. That implies lots of players. Hire some players to escort a dent to protect it. If someone wants to fast jump with a cargoship, they need something like TPG Atlas Type X.
Also +1ing what Dr. Lecter said.
It makes sense if your trying to keep tridents from jumping fast as an escape tactic.
-1
This is a MMORPG. That implies lots of players. Hire some players to escort a dent to protect it. If someone wants to fast jump with a cargoship, they need something like TPG Atlas Type X.
Also +1ing what Dr. Lecter said.
-1 I think Washy is havin trouble catchin FC dents ;)
+1 For something that puts Trident cells back in Tridents.
If this is done, then you should also not allow so much grid on smaller ships. Same principle.