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Messages - GLI

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Everything Else / Re: Literally kicked in the rear
« on: September 25, 2009, 08:30:58 PM »
Is this topic for "Everything Else" or maybe for "Gameplay"? :?

I had worse situation. I'm always trying to board Kilrathi ship because of their "precious" weapons. Once I'd disabled Gothri near jump point  to Cheops in Cassandra, boarded it... and had met 3 (literally: three) of them: pilot, soldier and captain. They almost got me but I had lot of luck (one shot headshots with pulse rifle). I'd survived with only two blanks of "lifebar" and 5 wounds with c.a. 2 hours for bleeding to death. Unfortunately during combat 4 pirates came (nav point for scout mission was close or something) and it was a little too hot for my Centurion - last one destroyed my generator (god damn kamikaze!). Without generators and afterburners I'd first crawl and after repair (lucky me, droid was OK) I'd slowly fly to nearest base (Priam).

After that I'm always checking radar for hostile ships before boarding...  8)

Quote from: "Christian Knudsen"
Quote from: "GLI"
It should be a time limit for aiming. After this limit "target" should try to deflect our gun/rifle (for close range fight).

That's an interesting and fun idea, but I want to keep character combat completely turn based and not at all use twitch/reaction gameplay.

I mean time limit after which opponent has bigger chance for deflecting our gun/rifle (or dogging/blocking melee attack)  in his/her "defense turn" (while we're attacking) during close combat.

Well, it should works for longer range too - while aiming with rifle 'target" has chance to dodge bullet. Not like in Matrix just... well...

"- Grandma, grandma! Why grandpa runs zigzag?
- Be quiet and gimme next mag...!"


It should be a time limit for aiming. After this limit "target" should try to deflect our gun/rifle (for close range fight).

General / Re: Where to buy the most expensive ship in the game
« on: September 24, 2009, 01:55:07 PM »
Quote from: "kawsper"
I dont have money for a Nexus with upgrades right now :/ I think i have to go with a 'Ulysses'. Do you know where i can buy that? I have scavanged through a few systems already.

Loye Naval Base offers all "small" ships, for example.

General / Re: Where to buy the most expensive ship in the game
« on: September 24, 2009, 12:31:33 PM »
Quote from: "kawsper"
I'd really like a list of the ships in the game, i would like to be able to fight, but also carry around 200-300 in my cargo.

Is there such a thing?

Yes, it is - PDF manual in game folder. So, you want to fly Nexus...  8)

General / Re: Where to buy the most expensive ship in the game
« on: September 24, 2009, 11:15:28 AM »
Quote from: "kawsper"
Now i have a lot of money in a save, i want to find out where i can find the most expensive ship in the game. Anyone know a shipyard which sells that ship?

Do you have 4858000 for fully equipped Nexus (1800000 for ship + equipment) at New Beijing? Or maybe you have 3818000 for fully equipped Pegasus (2000000 for ship + equipment) at New Frankfurt?

No?! You'd prefer merchant life, right? 2790000 for fully equipped Drayman (1200000 for ship + equipment) at New Beijing? Don't forget about extra money for trading - over 2000 cargo bay filled with plutonium (c.a. 2M Cr.)...


Ah, yes! I'd used Fusion Guns (100000 each) for above  calculations but it'll be wise to choose Tachyon (20000 per gun)... but max is max.

BTW You "have" such amount of money and you don't know where to find those ships?!

Development Discussion and Suggestions / Re: Reworking combat time.
« on: September 20, 2009, 03:34:37 PM »
4. Action Points

AP like in old Fallout! 4 for pistol, 6 for rifle, 2 for reload, 3 for inventory, 1 for move, etc. More experience in combat = more AP...  8)

Development Discussion and Suggestions / Re: Capturing during boarding
« on: September 19, 2009, 08:38:25 PM »
Quote from: "Flyboy"
So, why not add handcuffs and ankle cuffs to the equipment shop? These would be melee equipment. The player could just attack with handcuffs in hand, and the "attack" button for that hand could say "use handcuffs/ankle cuffs".[cut]

Handcuffs aren't offensive or defensive weapons. They're for "disabling" prisoner AFTER detention. During combat it's almost impossible using handcuffs (unless you're Steven Seagal :lol: ).

If you want some equipment for pacification of target then better look for "net launcher" like in the movie "The Running Man" (with Arnold Schwarzenegger) 8)

BTW Right now captives are less or more wounded. Is it possible that they die if wounds are critical? Maybe "dev" should add some medical equipment (first aid kit, stimpack, etc). We'd use it for ourselves and for wounded captives or "ejected pilots".

Bugs / Captive is bloking my door
« on: September 19, 2009, 05:31:42 PM »
After successfully fight during "bounty mission" I've got captive. He/she doesn't occupied passenger's space but has random location on my ship. When captive had blocking my ship's door (Centurion) I tried moving with s-key but game (always) crashes [Christian, you've got my save but it was captive not passenger].

OK, I've got second door. After reenter into my ship captive was at my cockpit's entry this time. Well, using Home/PgUp/PgDn/End keys I still can move in and out from cockpit.

But what if I'll have 3 or more captives an they will block my doors? "Luke! Use your previous SAVE...!"  :?
Maybe sensitive areas should be "captive free" or chain them to walls?

Development Discussion and Suggestions / Re: Shop/shipyard "lockout"
« on: September 19, 2009, 10:58:33 AM »
Maybe people should flee ("run for your life!") when shootout is on "street" (locking home, hotel's room, etc.). On big bases and planets are not only "single" police officers but security forces ready to react when hotshot/killer runs the streets. We're not only "privateers" with guns. Some mercs should fight with us (I don't know what is right now, I never killed "for fun").

Development Discussion and Suggestions / Ejected pilots
« on: September 18, 2009, 02:42:17 PM »
In original WC Privateer game ejected pilots (all, not only friendly) were "ejected pilots" in cargo hold. Let's make hostile pilots "prisoners" not slaves (maybe license required for hunters, like extended membership in guild) and "sale" them for small fee (like in original Priv).

Right now friendly "survivors" are threated like passengers. Maybe they should remain "ejected pilots" in cargo hold? But we should deliver them to nearest planet/base.

Patrols (both confed and militia) can search our ship (like for contraband) and demand "transfer" of prisoner while "monitoring" delivery of ejected friendly pilots. If player will be hostile with merchants patrols will react like for contraband (slaves), etc.

Bugs / Re: New Contact Detected over and over
« on: September 18, 2009, 10:57:54 AM »
Quote from: "Christian Knudsen"
Thanks. I believe I've found the bug. The game checks for hostile ships while in autopilot, but it doesn't currently ignore disabled and unpiloted ships. I'll fix that.

It'll be good to change autopilot behavior (without or with extra expansion at ship dealer): warning for hostile ships in radar range (depends on radar type) and proximity alert for neutral/friendly ships when they're "on screen" (not almost crash). Yes, I know. It'll be mess for escort missions. Maybe command "form on ma target" will help? Or giving them special status "escort".

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