TOONCES - Overhaul of Scout Marauder - TOONCES
Moderators: Moleman, Kwijibo, Luna
- Cheesy
- Posts: 1698
- Joined: Fri Aug 24, 2007 2:40 am
- Location: Classified (hiding from the aliens)
- Contact:
TOONCES - Overhaul of Scout Marauder - TOONCES
Basically, the worst ship in the whole game, that no one ever uses, is the scout marauder. basically, besides fuel usage, everything about it sucks. its got a crappy special weapon that has no use, it has 2k sheilds, nothing at all is impressive as far as speed, thrust or turning, and its got horrible holds.
now, lets keep all of these all these stats, EXCEPT the special weapon, ditch the reverse guns and replace it with an in-space intangibility device! intangibility is perfect for the ship, because of its horrid sheilds and bad maneuverability, its balanced, and gives the ship the special ability to travel through asteroid belts, planets, ports etc, once activated.
with this, people will actually use it, in rebangs early on especially, because they will make taxi missions easier on fuel and easier, also boosting the holds to like 150 will make it a prefered building ship early on in rebangs, but please intangibility first!!!
i really hope you swap out the reverse guns for intangibility device cause it'll make the ship useful!
now, lets keep all of these all these stats, EXCEPT the special weapon, ditch the reverse guns and replace it with an in-space intangibility device! intangibility is perfect for the ship, because of its horrid sheilds and bad maneuverability, its balanced, and gives the ship the special ability to travel through asteroid belts, planets, ports etc, once activated.
with this, people will actually use it, in rebangs early on especially, because they will make taxi missions easier on fuel and easier, also boosting the holds to like 150 will make it a prefered building ship early on in rebangs, but please intangibility first!!!
i really hope you swap out the reverse guns for intangibility device cause it'll make the ship useful!
- OceanJeff35
- Posts: 109
- Joined: Tue Jun 17, 2008 6:12 pm
- Location: Ocean Shores, WA
-
- Posts: 123
- Joined: Sat Mar 15, 2008 2:57 pm
im pretty sure that there are a LOT of people who already use the scout marauder in rebangs...AND at the start of permas, this is the ship thats always seen at the start of every server, well at least from what ive seen throughout my attendance with the game...the intangibility thing would be HELLA tight though haha...so i give that part a 10
I DO hope this intangibility device wouldn't work on planets.
And toast is right. The Scout is a fine ship... on rebangs. It's something to get into until you can afford a better ship... and really, there's no reason to expect an even mix of ships on permas.
Still, replacing that useless rear gun would be nice. The intangibility device seems a bit much, though. I'd almost rather give it the Cruiser's special, and give the Cruiser something different.
And toast is right. The Scout is a fine ship... on rebangs. It's something to get into until you can afford a better ship... and really, there's no reason to expect an even mix of ships on permas.
Still, replacing that useless rear gun would be nice. The intangibility device seems a bit much, though. I'd almost rather give it the Cruiser's special, and give the Cruiser something different.
-
- Posts: 91
- Joined: Sat Dec 20, 2008 8:54 pm
- Contact:
-
- Posts: 91
- Joined: Sat Dec 20, 2008 8:54 pm
- Contact:
- M2-Destroyer
- Posts: 1381
- Joined: Mon Nov 13, 2006 7:27 pm
- Location: The Bonny, Bonny Banks of Loch Lomond!
- Contact:
The only thing i can say to counteract this "anti-Asteroid-Belt" ship is to do taxi's in a pod.
Seriously now.
A pod is the fastest ship in the game, well .. in theory anyway ... combining that with proximity warp, i found that i was making the same, if not more, in the bonus than in the actual fare.
Ok, so asteroid belts kinda put a damper on that, but it still works about 66.66% of the time.
Seriously now.
A pod is the fastest ship in the game, well .. in theory anyway ... combining that with proximity warp, i found that i was making the same, if not more, in the bonus than in the actual fare.
Ok, so asteroid belts kinda put a damper on that, but it still works about 66.66% of the time.
- tekkamanblade
- Posts: 661
- Joined: Fri Sep 12, 2008 5:51 am
- Location: preaching on a street corner near you
i think rather than tampering with ships in a way EVERYONE will have to put up with, you should focus on permas. permas and rebangs aren't the same and should never be thought of as such, especially when mentioning "balance" to ptt.
if the "weak" ships are all so weak (in permas only) and over abundance of credits/fuel is a massive problem (in permas only) then kill two birds with one stone. have some sort of upgrade package for each ship available from all the star bases (would be lost with your ship upon death) at a ridiculous enough price to restrict it in rebangs.
better yet have THREE different packages for each ship. like a hauling (cargo/hardware boost), maneuverability (slight boosts), special weapon swap kits, etc that were hard to pick between or were constantly in need of switching out.
if the "weak" ships are all so weak (in permas only) and over abundance of credits/fuel is a massive problem (in permas only) then kill two birds with one stone. have some sort of upgrade package for each ship available from all the star bases (would be lost with your ship upon death) at a ridiculous enough price to restrict it in rebangs.
better yet have THREE different packages for each ship. like a hauling (cargo/hardware boost), maneuverability (slight boosts), special weapon swap kits, etc that were hard to pick between or were constantly in need of switching out.
thistekkamanblade wrote:i think rather than tampering with ships in a way EVERYONE will have to put up with, you should focus on permas. permas and rebangs aren't the same and should never be thought of as such, especially when mentioning "balance" to ptt.
if the "weak" ships are all so weak (in permas only) and over abundance of credits/fuel is a massive problem (in permas only) then kill two birds with one stone. have some sort of upgrade package for each ship available from all the star bases (would be lost with your ship upon death) at a ridiculous enough price to restrict it in rebangs.
better yet have THREE different packages for each ship. like a hauling (cargo/hardware boost), maneuverability (slight boosts), special weapon swap kits, etc that were hard to pick between or were constantly in need of switching out.
amazing what a brain can do
rly good idea.. the ships have always been relatively balanced from a rebang perspective. This would extend the usefulness of the existing ships for permas, and also provide a late-game cash sink, without messing with rebang balance. Very nicetekkamanblade wrote:i think rather than tampering with ships in a way EVERYONE will have to put up with, you should focus on permas. permas and rebangs aren't the same and should never be thought of as such, especially when mentioning "balance" to ptt.
if the "weak" ships are all so weak (in permas only) and over abundance of credits/fuel is a massive problem (in permas only) then kill two birds with one stone. have some sort of upgrade package for each ship available from all the star bases (would be lost with your ship upon death) at a ridiculous enough price to restrict it in rebangs.
better yet have THREE different packages for each ship. like a hauling (cargo/hardware boost), maneuverability (slight boosts), special weapon swap kits, etc that were hard to pick between or were constantly in need of switching out.
Hmm...
Yeah, true, the only time I would ever use the scout would be in a Pax server atm. Oh and I put a grav beam on one once as a joke/ luring in noobs with speedstars and peashooters to get them to attack me and then crush them.