EMP weapons

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EMP weapons

Post by Sithicus on Mon Aug 19, 2013 11:41 am

What is the time for each ship category that it stays disabled when hit by EMP?

Proposition: When trying to capture ship disabled by EMP the capture time is reduced by 50-60%?
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Re: EMP weapons

Post by ALC on Mon Aug 19, 2013 11:52 am

Proposition sounds reasonable to me.

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Re: EMP weapons

Post by Sithicus on Mon Aug 19, 2013 11:58 am

Also increase the time ship stays disabled - if some actually went through the effort of trying to disable
the ship instead of just blowing it up he should have more time to capture.
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Re: EMP weapons

Post by Farcrada on Mon Aug 19, 2013 11:58 am

This guy... Surprised
I probably never would've thought of this.
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Re: EMP weapons

Post by Sithicus on Mon Aug 19, 2013 12:02 pm

30+ years of reading SF helps a lot Smile
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Re: EMP weapons

Post by ALC on Mon Aug 19, 2013 12:04 pm

And it would be a practical use of EMP Smile

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Re: EMP weapons

Post by Nakamura on Mon Aug 19, 2013 9:50 pm

We were discussing the effects of EMP in the CEBD, we'll expand on it after basic midgame balance is achieved!
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Re: EMP weapons

Post by Sithicus on Thu Aug 22, 2013 6:20 am

Another thing - when enemy ship has been disabled by EMP player's ship won't
auto-attack it unless given direct attack order.
It's quite annoying when you've disabled enemy capital/super capital and marine
frigates are on their way when your units keep shooting at it and blew it up.
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Re: EMP weapons

Post by Nakamura on Thu Aug 22, 2013 6:22 am

This is called micromanagement. Optimize your ships' behavior manually. It's intended.
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Re: EMP weapons

Post by Sithicus on Thu Aug 22, 2013 7:04 am

I've set tactics to passive (F2) and gave all ships order to stop (S).
They've still blew the bugger up.
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Re: EMP weapons

Post by Nakamura on Thu Aug 22, 2013 8:06 am

Well that's kind of impossible. Order a move command if nothing else works.
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