|
25 Nov 2008, 14:21
|
#1
|
Royal Cheese Inspector
Join Date: Apr 2004
Location: Cambridge
Posts: 32
|
Commando Ships - Landing Crafts - Anti Co-Op
My suggestion is for an extra ship type, namely a Landing Craft. This ship would have a relatively high Init since its purpose is to kill agents and security guards.
The idea for this ship is to counter co-op players who themselves are immune to covert operations. It will also give a co-opper a chance to attack an immune player.
It is fairly easy now to make a planet immune to co-ops and once it is immune, that rules out a part of the game that can be played against them. Since security guards have a value attached to them, surely there should be away of attacking that value (Poisoning wont work on immune targets).
To fit this ship in, I would suggest one final tier of research and the ship class would be from the smallest pod that a race can have. These ships would sacrifice themselves on a successful landing.
__________________
Rds 19-30 [F-Crew]
Rd 31: Pilot Officer of The Duxford Wing 1:7:10 [F-Crew]
Rd 32: Question of Time 9:9:8 [Violent Realm]
Rd 33: Daydreams of Being a Cylon 8:3:7 [F-Crew]
Rd 34: 25ft Tall Dog of Calvins imagination 4:9:11 [F-Crew]
Rd 35: Teh return of of Teh Dog 8:6:7 [F-Crew]
|
|
|
25 Nov 2008, 15:39
|
#2
|
Hibernating
Join Date: May 2004
Location: Team Kesha
Posts: 1,621
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
Quote:
Originally Posted by Greendog
The idea for this ship is to counter co-op players who themselves are immune to covert operations. It will also give a co-opper a chance to attack an immune player.
|
Cov oppers have a too low value to be attacked, making this ship useless to normal players.
Cov oppers themself don't need a ship to improve their cov opping.
Quote:
Originally Posted by Greendog
It is fairly easy now to make a planet immune to co-ops and once it is immune, that rules out a part of the game that can be played against them. Since security guards have a value attached to them, surely there should be away of attacking that value (Poisoning wont work on immune targets).
|
There is nothing wrong with being immune to the most irritating part of the game.
__________________
[InSomnia]
Official designated driver
[ToF] - [eXilition] - [Rock] - [Denial] - [DLR] - [eVolution] - [ODDR] - [HR] - [Ultores] - [Apprime] - [Ironborn]
|
|
|
25 Nov 2008, 18:16
|
#3
|
Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
I personally think it is an interesting suggestion and should be fleshed out some.
How many guards/agents would each ship kill? I would think there should be a cap on the number of agents/guards that can be killed each tick, say 10% like structure killers?
I disagree that all covert oppers are tiny, some are decent sized, plus this would also allow people who are "immune" to be knocked down, I don't see that as bad. Perhaps rather then building a new ship, maybe structure killers could also kill agents/guards.
__________________
Romans 10:9-10
#strategy
|
|
|
25 Nov 2008, 18:21
|
#4
|
Fook Yu
Join Date: Dec 2002
Location: Looked pal
Posts: 383
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
This idea is original and interesting, i think developers should put some thought into this. Good suggestion!
__________________
HEROES - It's not cheating if you admit to it
|
|
|
25 Nov 2008, 19:03
|
#5
|
mz.
Join Date: Aug 2005
Posts: 8,587
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
When you lose roids, you can get revenge, but you cannot become immune.
When you get cov opped, you (generally) can't take revenge, but you can become immune.
I like this system and see no reason to change it.
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
|
|
|
26 Nov 2008, 08:22
|
#6
|
Registered User
Join Date: Jan 2001
Posts: 1,663
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
I favor the addition of a landing ship but not to counter cov ops, rather to take control of buildings or kill the population (reducing the bonus they allow)
__________________
<smith> You're 15 and full of shit.
<Furious_George> no, im 22
|
|
|
26 Nov 2008, 15:07
|
#7
|
Registered User
Join Date: Oct 2007
Location: UK, South Humberside, Grimsby
Posts: 86
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
http://pirate.planetarion.com/showth...ght=slave+ship
prehaps make security guards part of a planets population, a formula for the growth of population can easily be made and i agree becoming immune is too easy and effectively has the potential to remove part of the game (thank god for noobs) :P
good post greendog
__________________
- An alliance which is not for the purpose of waging war has no meaning and no value. - Mein Kampf
|
|
|
26 Nov 2008, 15:11
|
#8
|
Hibernating
Join Date: May 2004
Location: Team Kesha
Posts: 1,621
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
Covert ops make baby jesus cry!
__________________
[InSomnia]
Official designated driver
[ToF] - [eXilition] - [Rock] - [Denial] - [DLR] - [eVolution] - [ODDR] - [HR] - [Ultores] - [Apprime] - [Ironborn]
|
|
|
26 Nov 2008, 16:15
|
#9
|
mz.
Join Date: Aug 2005
Posts: 8,587
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
I agree that becoming immune is a little bit too easy, but I'd rather see Agents/Guards removed (sorry Appoco!) than this ship added.
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
|
|
|
26 Nov 2008, 17:37
|
#10
|
Registered User
Join Date: Oct 2007
Location: UK, South Humberside, Grimsby
Posts: 86
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
actually yeh im with Mz on this id rather see agents and security guards removed
__________________
- An alliance which is not for the purpose of waging war has no meaning and no value. - Mein Kampf
|
|
|
27 Nov 2008, 14:52
|
#11
|
Tides of Fire
Join Date: Feb 2008
Location: UK
Posts: 318
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
Quote:
Originally Posted by hairypalms
actually yeh im with Mz on this id rather see agents and security guards removed
|
Thats fine if you're one of the few players who actually enjoys covert operations, however the other 1000 or so who despise it might want to stay immune?
We cannot retaliate against you, it's easy for a cov opper to consistently hit someone without getting hit back. So it should be easy to become immune to such things.
It annoys me enough that I have to pay 10k res every tick to employ security guards, plus the initial cost. Without them we'd be reliant on security centres, and most of us actually playing the game properly would rather have other buildings.
Sorry for the rant, but I think that was quite an absurd suggestion in favour only of yourself and this covop ally you're putting together.
__________________
Quote:
"Hold the newsreader's nose squarely, waiter, or friendly milk will countermand my trousers."
|
|
|
|
27 Nov 2008, 15:04
|
#12
|
mz.
Join Date: Aug 2005
Posts: 8,587
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
It was easy before guards showed up.
Get SCs. Use population. If everyone has to, no one loses out. I don't see the problem.
I would like to add that I've not played a cov op planet in over a year, nor intend to do so any time soon, just in case you're going to question my motivation instead of (crazy idea!) my arguments.
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
|
|
|
27 Nov 2008, 18:57
|
#13
|
Commander in Briefs!
Join Date: Dec 2000
Location: UK
Posts: 783
|
Re: Commando Ships - Landing Crafts - Anti Co-Op
You dont need to remove anything, just give the agents/guards a stacking penalty, so you can never reach 100%.
__________________
<Kila> WHAT HAVE YOU DONE WITH MY PRECIOUS FORUMS
<Zeyi> 24h forum closure
<Zeyi> all posts recalled
"he's got a proven track record when it comes to showy art composition" - Tommy
<Sigi> Light: can I ask u how many open internet-windows u always have?
<MrLobster|PM> i have 2, the pa page, and the website for naked light pictures
<Ave> both has bad gfx
|
|
|
|
All times are GMT +1. The time now is 03:56.
| |