What would the Paul Allen kit be like? I think it should have exactly the same powers as the Patrick Bateman kit with better passives, but far less melee damage bonus.
Paul Allen
#126
Posté 15 juin 2015 - 06:47
- PatrickBateman, Salarian Master Race et Xen aiment ceci
#127
Posté 15 juin 2015 - 07:07
The Paul Allen kit have a couple of special power that Mr Bateman don't have - "the getting a reservation at Dorsia Power", but that would be way to OP tbh.
And he also have the "handling the Fisher account" Power which is really OP as well and "the best business card" Power.
But the Bateman kit would have as you write far better melee passives.
- Quarian Master Race et Salarian Master Race aiment ceci
#128
Posté 15 juin 2015 - 07:15
Dorsia Reservation power would trivialize solos even more than Cloak> stims. Get out of jail free card to go with the best business card= OP
I think that for lore friendlieness purposes that the only available appearance customization options should be variations of a subtle off white colouring, with a watermark function in place of the typical lights or skintone.
- PatrickBateman et Salarian Master Race aiment ceci
#129
Posté 15 juin 2015 - 07:43
I'd rather watch Spanglish or Jack and Jill on a loop for the rest of my life than be in a room with anyone from the OT section.
before BSN changed things were different and I could probably recognize some names, I only remember recon and jimmy, mainly recon. not everyone from OT was bad though tbh.
#130
Posté 15 juin 2015 - 07:53
Yeah, the Dorsia reservation Power would be like playing a TGI/Harrier X with the same ammo Count as the spitfire X + the same Health and Shields as the Juggernaut, it would just be to good.
- Xen aime ceci
#131
Posté 15 juin 2015 - 08:23

- Salarian Master Race aime ceci
#132
Posté 16 juin 2015 - 03:34
QMR and SMR, you speak the truth!
Indeed that QMR is a paragon of knowledge. It's a pity that the posts tend to disappear tho.
- PatrickBateman aime ceci
#133
Posté 18 juin 2015 - 06:11
Our friend Kurt started playing Starmade with us last night. As I was back at the station working on the Warminer, he was flying around the solar system getting a feel for his newly crafted noob ship. Of course, it wasn't long before he got too close to a planet, caught in the gravity well, and crashed to the surface. As he did not have even NEARLY a 1:1 thrust:mass ratio, he had no hope of ever reaching escape velocity, and was marooned on the surface.
So I got in the Warminer, fired up the Warp Engines, and jumped to his location. Staying a reasonable distance away, I went down to my hangar bay and got into my personal shuttle, Forklift. Once I'd cleared the hangar bay, I built a pair of wings out of Thrusters, and flew down to the planet surface to meet Kurt.
I'd had 48 Thrusters in my inventory, so Plan A was to put them all on my ship, and tow him off. Unfortunately, that didn't work. Plan B was to give him all of my Thrusters, and hope that would be enough for him to attain a 1:1 thrust:mass ratio. That plan, too, fell short, as he was only able to achieve roughtly 2/3 of the required thrust.
So I got back into Forklift, flew back up to the Warminer, docked in my hangar bay, and started cooking up a Plan C. I could either Jump back to the station, pick up some more Thrusters, Jump back to the planet, get back into Forklift, fly back down there, give him the Thrusters, fly back up, dock again, and hope that he was able to escape, OR, I could press 4, fire a bunch of my Planet Smasher Torpedoes (which have, on one occasion, obliterated 45% of a planet's mass in a single volley), and if he survived, the planet's mass should have been reduced sufficiently to allow him to reach escape velocity.
(Un)fortunately, he was able to escape on his own, probably by reducing the mass of his own ship. That was an option I hadn't been considering.
On a positive note, I stole a frigate and attached it to the side of my own ship, like a wing. I'm probably going to convert it into an AI-controlled turret, or maybe even a detachable drone.






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