Re: Exiting Capital Ships

LOL...ty, by "Proper Use" Im thinking of when we have statics like space stations so you can board the stations from small capital ships. If you just bailed in space while it was going down, then **bail, drift, float, get gunned down** would be how it would all happen.

Curses, foiled again!

http://stats.fsmod.com/sig/medic.S-Guy.png

Re: Exiting Capital Ships

i thought the reason for escape pods was to escape death. also if people can exit escape pods then there would have to be a way of stopping them landing on top of the ship.

http://www.fsmod.com/stats/fssig.php?player=btcc
Occupation: Hacker on steroids

INGAME NAME: btcc

Re: Exiting Capital Ships

Maybe find a way to put like 5 destructable items attached to the cap ships, each giving you a "strategic item destruction" point?

then it doesn't matter too much if people bail.. yous still get recognition.

It's not Camping anymore, it's "Strategic Defense".

... I didn't ram you, i simply didn't care that you were in my way.

Re: Exiting Capital Ships

yultemsee wrote:

i thought the reason for escape pods was to escape death. also if people can exit escape pods then there would have to be a way of stopping them landing on top of the ship.

Well if they exit the pod on top of a capitol ship they will fall straight through it I think tongue Well that's if w e had any right now.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Exiting Capital Ships

VideoZombie wrote:

Maybe find a way to put like 5 destructable items attached to the cap ships, each giving you a "strategic item destruction" point?

then it doesn't matter too much if people bail.. yous still get recognition.

We were planning on doing something along these lines at some point, I dunno the status on this atm though.

TY is correct that the soldiers would not be able to walk on top of cap ships due to their current lack of soldier cols.

Also, if escape pods were to be implemented, they would most likely operate similar to the way the pods do in vanilla bf2142 where you have to switch to an appropriate seat to launch your escape pod.  There would only be one or two escape pods on appropriate cap ships, and they would have their own seat.  This would make it difficult for more than one or two crew members to evacuate the ship in a timely fashion.

http://i8.photobucket.com/albums/a24/RidgeRebel999/Star%20Wars%20Pics/RedMonkey999-TrialSig.jpg

20 (edited by S-Guy 2008-02-05 22:35:58)

Re: Exiting Capital Ships

Sounds good...but the # of escape pods should be dependant on the capital ship.
(I.E. The vette has those big side sections with 3 or 4 each, etc.)

Curses, foiled again!

http://stats.fsmod.com/sig/medic.S-Guy.png

Re: Exiting Capital Ships

But 2142 only supports 8 seats wink

Corvette could only have 4 maximum.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone