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Topic Title: Invisible Ships (Simple Topic)

Topic starter: Cajin Von Sian

Topic started: 09:11:02 13th Mar 2009

Posts: 11 Last post: 23:51:13 8th Apr 2011 by Cyn

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Cajin Von Sian Posted: 09:11:02 13th Mar 2009

Posts: 495

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Location: Angola

Gender: Male



I don't tend to find much use in Invisible ships and was thinking about how to make them more useful-

1st give them hyperjump
2nd give them a leech or parasite type capability so they can hook onto another ship-- what would this do?

Big tranny shields are a pain, not around at the planet long enough to attack and kill very well, but jump to an HW attack site with your invisible ship and latch onto one of the trannys and then be able to see where it goes, then can send fighters to kill them- or if you see an assault or other ship sitting around at a planet- jump and latch onto it and see where it goes, see if ends up with another group of ships somewhere.

So that was my thought to make people think about where they are leaving ships lying around at


Wizardro Posted: 09:34:26 13th Mar 2009

Posts: 437

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there would have to be an upgrade then to combat those ships... like a "leech detection software" or an ability of a fighter to scan your ship to detect bugs..




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H911Reiver Posted: 11:04:12 13th Mar 2009

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Location: United States

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I was thinking one possible use of invisible ships would be as I-flight/hyperjump beacons

so we have a jump to planet function right now, add another option which is jump to invisible, and have a second list of your invisible ships in your i-flight listing




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Hoorah Posted: 11:43:18 13th Mar 2009

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ISP: AT&T Worldnet



i like the leech idea and the beacon idea is great i like it a lot




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Wizardro Posted: 14:25:59 13th Mar 2009

Posts: 437

Topics: 100

Location: United States

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I like the beacon idea aswell




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me naam is m Posted: 07:13:58 14th Mar 2009

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Location: Netherlands

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looks like brilliance to me.




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Iiridayn Donator Posted: 07:17:36 17th Mar 2009

Posts: 1613

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Location: United States

Gender: Male



I've thought before about the leech, and have yet to find an adequate way to program it - but the beacon idea would work quite well in my mind, as well as enhancing what I tend to use them for already ;). (What's silly is that I think that I've 'discovered this use of them twice now - once with my account in CiDG years ago, and then more recently about 3 years ago).




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Sicario Posted: 13:29:10 24th Dec 2010

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Location: United States

Gender: Male



I like the beacon idea.




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dagdamor90 Posted: 18:33:05 21st Feb 2011

Posts: 26

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Location: United States

Gender: Male



about combating the leech, could it have a chance to be shaken off? as in, it is attatched to the host, the host makes a jump, and the leech has a chance of just being left where it was instead of staying with the host rather than being destroyed like the warp chance.


Dios Posted: 16:48:55 22nd Feb 2011

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Location: United Kingdom

Gender: Male



Personally I think it should attach for up to 5-6 jumps, with a % chance of being shaken off each jump. From each jump it should give you co-ordinates that are withing reasonable probing range - degrading each later jump, until shaken off. It means that if a player is careless and only jumps once, you may only need to use say.. 10-15 probes to find him, however if they are careful you may need to use lots of probes.

Not only does this more or less cause equality in the scenario, but it creates a further impotess for probing. If you are not sure you will find planets with 100 probes, you will not probe. However if you believe you may find hundreds of ships to destroy, it will give you a fair incentive to probe AND lead to planet find ;)




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Likander Posted: 22:06:43 8th Apr 2011

Posts: 59

Topics: 14

Location: United States

Gender: Male



There was a ship like this in FL, back when there were no HW's just Survivor Carriers, that people dumped off in Deepspace and accessed with thier trannies. The parasite ship would transmit all trades and pirates and the coordinates for these transactions directly to your Board Computer.




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