Suggestion: an evasion based ship with an extra mechanic

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pyr0kid
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Joined: Sat Aug 23, 2014 12:09 pm

Suggestion: an evasion based ship with an extra mechanic

Post by pyr0kid » Fri Jul 12, 2019 12:19 am

copy pasted from steam after it was pointed out the dev team doesnt read there.
my original post: https://steamcommunity.com/app/252870/d ... 4832284863



we have heavy ships, we have light ships, we have stealth ships, we have attack ships, i think we need an evasion ship.

heres what im thinking of for ship traits:


disables heat dissipation when phased out from reality
much higher heat capacity
cant fire or be hit in phase dimension
a bunch of turrets geared for burst damage and frontal fire
low profile for dodging fire


i was thinking something like theses, that way the turrets would be able to fire everywhere but only be able to focus fire to the front.

http://www.igorstshirts.com/blog/concep ... taj_04.jpg
https://i.pinimg.com/originals/8d/0d/db ... f082d5.jpg

so basicly a hit and run glass cannon based on dodging.
“When a person lies, what is important is not the lie itself. No, it is their reason. Their why.” -Holo

EngBot
Posts: 80
Joined: Thu Sep 27, 2018 6:15 pm

Re: Suggestion: an evasion based ship with an extra mechanic

Post by EngBot » Fri Jul 12, 2019 12:36 am

putting a good hull and shield on the ship would fix the glass cannon part

so trait wise you end up having a phase ability, which can be really powerful, and some extra heat to help new engineers

the turret part I'm not sure on, but I think it would require a strange thing to do since all guns can spin 360 degrees around with about 100 degrees of vertical angle
Breaker of all the things

EngBot
Posts: 80
Joined: Thu Sep 27, 2018 6:15 pm

Re: Suggestion: an evasion based ship with an extra mechanic

Post by EngBot » Fri Jul 12, 2019 12:38 am

If you look at the current traits they all just provide slight buffs or debuffs that help make the ship unique.

outside of traits you have turret placement and component slots

so maybe placing the main gun on top and placing either all turrets in a way that means they can only fire up, down, and forward (would be weird to aim due to having to aim up) could do the frontal attack thing.

limiting to only a main gun and auto turrets would fix the weird aiming problem.
Breaker of all the things

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