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Posted: Thu Mar 30, 2006 8:22 pm
by ArkanoiD
jonnycuba wrote:I think the idea of the NPC's not having them does seem to deviate from the premise of fair play... Between us and our distant AI cousins
They have multilasers we don't instead.
But Q-bombs should be allowed for them!
Posted: Thu Mar 30, 2006 9:06 pm
by Lucidor
Couldn't the Q-bomb and the E-bomb switch prices? Now I only bother to buy the E-bomb because it's cheaper and it's more effective. If it was the other way round I think I'd use the Q-bomb when I'm lazy and save the E-bomb for real emergencies (like that pack of wolfes I ran into earlier today).
Posted: Thu Mar 30, 2006 11:01 pm
by Odo987
Lucidor wrote:Couldn't the Q-bomb and the E-bomb switch prices? Now I only bother to buy the E-bomb because it's cheaper and it's more effective. If it was the other way round I think I'd use the Q-bomb when I'm lazy and save the E-bomb for real emergencies (like that pack of wolfes I ran into earlier today).
Agreed completely. The Q bomb is slower, more dangerous, and too much fun to be out of reach. The E-bomb is instantaneous, has no defence and should be mostly out of reach. Swapping the prices would make a huge amount of sense.
Posted: Thu Mar 30, 2006 11:43 pm
by ArkanoiD
Odo987 wrote:Lucidor wrote:Couldn't the Q-bomb and the E-bomb switch prices? Now I only bother to buy the E-bomb because it's cheaper and it's more effective. If it was the other way round I think I'd use the Q-bomb when I'm lazy and save the E-bomb for real emergencies (like that pack of wolfes I ran into earlier today).
Agreed completely. The Q bomb is slower, more dangerous, and too much fun to be out of reach. The E-bomb is instantaneous, has no defence and should be mostly out of reach. Swapping the prices would make a huge amount of sense.
Well-equipped ship may survive E-bomb, but not Q-bomb. So Q-bomb is more powerful.
Posted: Fri Mar 31, 2006 1:18 am
by Lucidor
Oh.. but I still maintain that the E-bomb is more powerful. The power to blow up just about any ship instantaneously is more important than the power to die while cycling through missiles. :^) And even if you do manage to release the Q-bomb, the enemies still have a chance to outrun it with their injectors.
Posted: Fri Mar 31, 2006 7:28 am
by the alberts
Lucidor wrote:Couldn't the Q-bomb and the E-bomb switch prices? Now I only bother to buy the E-bomb because it's cheaper and it's more effective. If it was the other way round I think I'd use the Q-bomb when I'm lazy and save the E-bomb for real emergencies (like that pack of wolfes I ran into earlier today).
I totally agree with this as well!
The Q mine is much much more fun to use, but ultimately less effective (it is avoidable after all) and takes a while to get going. The E bomb should be an expensive last-ditch attempt to survive an attack.
Posted: Fri Mar 31, 2006 7:55 am
by ArkanoiD
the alberts wrote:Lucidor wrote:Couldn't the Q-bomb and the E-bomb switch prices? Now I only bother to buy the E-bomb because it's cheaper and it's more effective. If it was the other way round I think I'd use the Q-bomb when I'm lazy and save the E-bomb for real emergencies (like that pack of wolfes I ran into earlier today).
I totally agree with this as well!
The Q mine is much much more fun to use, but ultimately less effective (it is avoidable after all) and takes a while to get going. The E bomb should be an expensive last-ditch attempt to survive an attack.
Haven't seen enemies smart enough to survive Q-bomb. Not used it much though.
Posted: Fri Mar 31, 2006 8:07 am
by the alberts
ArkanoiD wrote:Haven't seen enemies smart enough to survive Q-bomb. Not used it much though.
Perhaps that's something that could be addressed in the AI of non-player ships? Most break off attack when a missile is fired at them (and they have no ECM) why not the same when alerted to the presence of a Q mine?
Besides, this thread (hey I just checked - and it was your idea!
) is about the non-player ships using Q mines. It would certainly make interesting situations!
Posted: Fri Mar 31, 2006 8:10 am
by ArkanoiD
the alberts wrote:ArkanoiD wrote:Haven't seen enemies smart enough to survive Q-bomb. Not used it much though.
Perhaps that's something that could be addressed in the AI of non-player ships? Most break off attack when a missile is fired at them (and they have no ECM) why not the same when alerted to the presence of a Q mine?
Besides, this thread (hey I just checked - and it was your idea!
) is about the non-player ships using Q mines. It would certainly make interesting situations!
Sure if they use it they should be aware how it works
Posted: Fri Mar 31, 2006 8:34 am
by the alberts
ArkanoiD wrote: Sure if they use it they should be aware how it works
"hey what does this big red button do?"
Posted: Fri Mar 31, 2006 8:40 am
by TGHC
That's the passenger ejector seat...DON'T TOUCH IT (unless you're taking the mother in law for a pleasant day out
)
Posted: Fri Mar 31, 2006 8:56 am
by Odo987
TGHC wrote:That's the passenger ejector seat...DON'T TOUCH IT (unless you're taking the mother in law for a pleasant day out
)
... 1 ton Slaves?
Posted: Fri Mar 31, 2006 9:48 am
by aegidian
Okay. So now if you set an npc ship to carry an energy bomb (has_energy_bomb set to a non-zero number) there's a small chance it may launch a q-bomb when attacked (r391).
You asked for it!
Posted: Fri Mar 31, 2006 10:05 am
by Murgh
excellent!
Posted: Fri Mar 31, 2006 10:39 am
by TGHC
Yowch!.....how will we know if it's a missile or a Q bomb, otherwise we will have to run every time a we see "incoming missile" will it have a different colour on the scanner?