Combat options for slow ships?

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Zanasj
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Combat options for slow ships?

Post by Zanasj »

First of all, I haven't played tried many OXPs that alter the combat much (missile packs and such), and I haven't got a cloaking device yet.

So far, speed has been essential in combat. If you're faster than the enemy, you can chase them or run away. If the enemy is faster, they'll run away (Constrictor, Supercobra). So, a slow ship isn't an option, unless you can kill the other guy before he gets away. How to improve the effectiveness of a slow ship?

Limpet mines! Remember the VUX Intruder from Star Control 2 / Ur-Quan Masters? It's slow and not maneuverable at all. It can, however, shoot homing limpet mines at enemy ships, making them slow and clumsy. The mines are slow, and can be easily avoided, but if one mine hits, the second one usually does too, and then a couple of more etc, making the opponent a sitting duck.

What about the AI having mines? Yikes! Now, if I attacked a Python, and it hit me with one mine, I'd be tempted to run away while still having speed advantage, so I'd get the mine removed at the nearest station (for a small fee) - other possible nearby pirates would be that much more dangerous already.

There are, of course, balance issues... how to limit the effectiveness and availability of such mines and so on.

Note that this idea sprung from my fondness of Star Control 2, reluctance to buy a slow ship in the first place, and having "fun" with fast opponents, both native and OXP.

Yeah, and I'd really like a tractor beam to slow down escape capsules with insane velocities, e.g. when Asp mk4 pilot ejects.
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ClymAngus
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Post by ClymAngus »

Give it a month or two and sir you shall have it.
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