My energy bomb in 1.7.1.2 is blasting all thargoid invasion ships, while they all where undamaged...
how is this in 1.65, dont have it installed atm.
So i still say: E bomb to powerfull
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Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
yeah, quite reasonable , cause if you could just fire off an ebomb from your tiny ship, then why send in behemoths, i think the later elite versions like arc elite, it was hard to earn credits, so you would not at any circumstance fire off an ebomb, unless you where at the brink of being destroyed... with all the OXPs outthere, making money is somewhat easier... i would argue that author giles, since he wrote thisDaddyHoggy wrote:I don't use E bombs in Oolite - and never have - seems unfair as the NPCs don't use 'em (I know there are arguments that simply blowing up because an NPC used an energy bomb somewhere else slides the balance away from "fun and playable" towards "annoying and frustrating") - but as I played the C64 and Amiga versions (where I did buy and use e-bombs) I learned to live with and accept e-bomb proof Thargoids - seemed reasonable to me.
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string>A one-shot super-weapon capable of destroying all small craft within range.</string>
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
I like 2a most. I wouldn't like to remove it altogether, and be it only for Elite-nostalgia. 2b seems to complicated to me, because a countdown would have to take place on your screen - effectively obscuring the view you need so desperately when fighting. And 3 - I don't know. Mostly because of the equipment-needs-cargo-space-idea, which I'm not particularly fond of. However, the available-to-NPCs-idea could as well be combined with the countdown-idea, and then best without any screen interaction except for a warning whenever a NPC has thrown out its energy bomb, so that you know that you've only a couple of seconds to get out. Which would throw the take-it-back-option off the table.DaddyHoggy wrote:I've thought a lot about the e-bomb and I wondered what other's thought of these ideas:
1) Remove e-bomb from the game (or like me - just don't buy one)
2) Change the way e-bomb works
2a) does only destroy small ships - Cobra MKIII is on the cusp - 50/50 chance of destruction
2b) it has a countdown of say 20s (for maximum damage - double tap still triggers immediately but for lower yield) - when it's triggered all ships get a warning - that way they could chose to immediately jump out (15s - so you've got a 4-5sec window of opportunity), run away on max injectors - or try and finish you off.
2b.1) E-bomb can be aborted any time from 20s to 3s - after 3s it goes off no matter what (this way if the police turn up to help - you don't end up being a fugitive)
3) E-bomb shielding/engine phase modulators - eats into cargo space helps protect ship from destruction - then this and E-bombs available to NPC and player alike...
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.