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Stealth affecting alerts? http://galaxylegion.com/forum/viewtopic.php?f=6&t=3796 |
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Author: | Mandalore [ Sat Jan 15, 2011 5:46 pm ] |
Post subject: | Stealth affecting alerts? |
Why doesn't stealth play a factor in whether an alert can happen or not? Looking at this either from modern technology, or futuristic sci-fi, stealth technology is a derivative of Electronic Counter Measures, or ECM. Now if you get disabled, raided, hacked, artifact bombarded, planet stolen, there is a message on your comm notifying you not only of who did it, but permits an alert. Now while Im all for alerts, would it not make sense for a chance for the alert to fail? Example: Player Y wakes up in the morning, and before going off to work logs on and checks his ship. See's that he was hacked several times by Player X 6 hours ago. He alerts, and goes on with his day knowing that player X is going to be getting his head handed to him on a platter. Why does stealth (and perhaps time as well) play an effect on alerts? If you mount enough stealth mods, vs your targets scanners you should be able to do a sneak attack that doesnt leave a targetable person on the ship log. And also, if you do, there is still a chance to fail during the alert, perhaps with a message "Player X can no longer be detected at the alerted location" or something similar. I do not believe this would be strongly overpowered, as it adds a fluidity to the game where people have to decide whether they REALLY need that extra gun/hull/shield, or maybe fitting a scanner or two to help prevent stealth attacks that cannot be retaliated against. |
Author: | Darth Flagitious [ Sat Jan 15, 2011 5:54 pm ] |
Post subject: | Re: Stealth affecting alerts? |
So you are saying someone should be able to burn out all of his energy disabling anybody he wants with impunity and then install his stealth devices and disappear? And you actually think this isn't unbalanced? |
Author: | Mandalore [ Sat Jan 15, 2011 6:02 pm ] |
Post subject: | Re: Stealth affecting alerts? |
The stealth mods would have to be installed prior/during to doing anything. Otherwise your ship comm will permit alerts as it would right now. But someone who puts enough stealth mods on before they attack, and keep it on during their attacks have a chance to get away completely unknown. But only if they beat out a stealth to target scanning power ratio that would need to be determined. |
Author: | Darth Flagitious [ Sat Jan 15, 2011 6:08 pm ] |
Post subject: | Re: Stealth affecting alerts? |
Somtaaw wrote: The stealth mods would have to be installed prior/during to doing anything. Otherwise your ship comm will permit alerts as it would right now. But someone who puts enough stealth mods on before they attack, and keep it on during their attacks have a chance to get away completely unknown. But only if they beat out a stealth to target scanning power ratio that would need to be determined. Again, you seriously don't see that as unbalanced? |
Author: | Mandalore [ Sat Jan 15, 2011 6:22 pm ] |
Post subject: | Re: Stealth affecting alerts? |
You don't view submarines as unbalanced weapons of war? Galaxy Legions is a bunch of spaceships, almost exactly the same as submarines. It forces the decision if you want to go 8 guns, stack the hell out of hull and shields, but be vulnerable to a lower level that has fewer guns, less hull and shields, but stacks the hell out of stealth so you can't blow him away when you log back on. Because a lower level usually will die to a higher level he attacked hours ago, and the higher level usually takes it personal and not only kills you once, but will kill you repeatedly to give the "dont EVER think about attacking someone thats bigger than you again" attitude. |
Author: | Sulikzel [ Sun Jan 16, 2011 4:56 am ] |
Post subject: | Re: Stealth affecting alerts? |
I'm not certain such a potent defensive option like stealth that prevents other players from even seeing you to target you on the battle tab should also be able to be used offensively, just in terms of game balance. Especially since it already has an offensive application (hacking) which is very thoroughly boosted through artifacts. Games should not necessarily follow reality. |
Author: | SovietOfficer [ Sun Jan 16, 2011 6:08 am ] |
Post subject: | Re: Stealth affecting alerts? |
+1 good idea, but the alert fail is more like a hacker hacking into your ship, disabling alerts. this idea needs a little bit more getting around to. |
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