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Ramming Speed
http://galaxylegion.com/forum/viewtopic.php?f=6&t=42115
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Author:  Shadeslayer [ Mon Nov 03, 2014 8:34 pm ]
Post subject:  Ramming Speed

New attack with cooldown.

Ramming Speed. Rams your ship into the opposing ship, ignores damage caps and does massive damage to the other ship. Your own ship would also take damage. Each ship would take damage proportionate to it's size. (ie, a LSB vs SSB, the large ship would cream the small ship, giving a nice disadvantage to ssb's during pvp.) The cooldown prevents it from being abused.

Since it's direct hull to hull contact, it also ignores shields. Can be used on other players, and also NPC's. :)


HA, go ahead everyone, tear this idea up! Or add to it!

Author:  juiceman [ Mon Nov 03, 2014 8:38 pm ]
Post subject:  Re: Ramming Speed

I just wonder if i can splash some juice on their hull? and also..rather than a ramming speed..what about a wall durability check?

"sir, is that wall up to code?" "i didn't check" "oh, no!" "OOOOOOOOOOOOOH YEAH!"

Author:  draxsiss [ Mon Nov 03, 2014 9:44 pm ]
Post subject:  Re: Ramming Speed

I like it say an attack option that makes you deal your total decks to opponent and they deal their total decks (or rank x2 in the case of npcs?) to you. stays active for say 4 hours so you can play the field with it.

Author:  Deigobene [ Mon Nov 03, 2014 11:12 pm ]
Post subject:  Re: Ramming Speed

Shadeslayer wrote:
New attack with cooldown.

Ramming Speed. Rams your ship into the opposing ship, ignores damage caps and does massive damage to the other ship. Your own ship would also take damage. Each ship would take damage proportionate to it's size. (ie, a LSB vs SSB, the large ship would cream the small ship, giving a nice disadvantage to ssb's during pvp.) The cooldown prevents it from being abused.

Since it's direct hull to hull contact, it also ignores shields. Can be used on other players, and also NPC's. :)


HA, go ahead everyone, tear this idea up! Or add to it!

Interesting idea in an old-school steam punk kinda way.
However, given it is "hull to hull contact", surely hull should be the defining characteristic for damage rather than number of decks alone.
Flying a large glass cannon into a heavily armored nugget would surely only result in a large fireball and no more glass cannon.

Author:  Pongoloid [ Tue Nov 04, 2014 12:13 am ]
Post subject:  Re: Ramming Speed

Deigobene wrote:
Interesting idea in an old-school steam punk kinda way.
However, given it is "hull to hull contact", surely hull should be the defining characteristic for damage rather than number of decks alone.
Flying a large glass cannon into a heavily armored nugget would surely only result in a large fireball and no more glass cannon.


Agreed. If you wanna use # of decks as a multiplier for damage with overall hull as baseline damage, that might be a little more representative of the ship's true "ramming potential." A creampuff is a creampuff, no matter how many decks; it shouldn't hurt having it bounce off of you (though it might make your crew inordinately hungry)....

Author:  Fralo [ Tue Nov 04, 2014 12:21 am ]
Post subject:  Re: Ramming Speed

This has been an idea suggested a number of times over the couple years I've been here, but it doesn't lessen my support of this.

This would be a great way to counteract those frustrating slow rankers whose ships dmg caps make them invulnerable to everything.

And this is just a good attack option that makes sense. +1 a bunch of times.

Author:  umbongo [ Tue Nov 04, 2014 1:06 am ]
Post subject:  Re: Ramming Speed

Fralo wrote:
whose ships dmg caps make them invulnerable to everything.

They are not invulnerable to everything... You simply don't want to spend the energy to take them down.

Don't act like people are invincible, just because you are too lazy to do the damage to take them down

Author:  umbongo [ Tue Nov 04, 2014 1:07 am ]
Post subject:  Re: Ramming Speed

Fralo wrote:
This has been an idea suggested a number of times over the couple years I've been here, but it doesn't lessen my support of this.

This would be a great way to counteract those frustrating slow rankers whose ships dmg caps make them invulnerable to everything.

And this is just a good attack option that makes sense. +1 a bunch of times.

Invulnerable to everything... More like you are too lazy to spend the energy required to take them down.

Author:  juiceman [ Tue Nov 04, 2014 1:20 am ]
Post subject:  Re: Ramming Speed

I can truthfully say i dont let e expenditure stop me from killing someone :).

Author:  ICBLF [ Tue Nov 04, 2014 3:40 am ]
Post subject:  Re: Ramming Speed

It's ramming, so you'd have to drop out of lightspeed and line up the attack. Have the "speed" be based on a selectable target distance and commensurate energy cost which determines how much time it'll take to ram them, and then pop up an alert on the enemy ship that notifies them of the impending ram, with a link to your ship. Optionally allow the target to dodge based on defense and an energy cost, or counter-ram, dropping the time of impact and increasing the damage.

Author:  Deigobene [ Tue Nov 04, 2014 4:23 am ]
Post subject:  Re: Ramming Speed

ICBLF wrote:
It's ramming, so you'd have to drop out of lightspeed and line up the attack. Have the "speed" be based on a selectable target distance and commensurate energy cost which determines how much time it'll take to ram them, and then pop up an alert on the enemy ship that notifies them of the impending ram, with a link to your ship. Optionally allow the target to dodge based on defense and an energy cost, or counter-ram, dropping the time of impact and increasing the damage.

Like those additional ideas as well

Author:  juiceman [ Tue Nov 04, 2014 3:48 pm ]
Post subject:  Re: Ramming Speed

How bout a tractor beam?? Nothing runs like an ssb deere!

Author:  pokerman123 [ Tue Nov 04, 2014 10:12 pm ]
Post subject:  Re: Ramming Speed

have it ram the other ship for the amount of attack your ship has doing that damage so a ship with 200k attack will do 200k damage to the hull now the bonus for the defender his defense kicks in stop the damage up to the amount of his defense countering the damage to the ramming ship 200k attack vs 130k defense attacker ends up doing only 70k damage with a single hit but the defender ends up doing 130k to the attacker

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