Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Tractor beam
04-25-2012, 12:16 AM
Are there any plans on implementing a tractor beam for use in missions, such as towing/repelling?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-25-2012, 12:17 AM
Tractor beams is not really a tractor beam in the sense we understand it, but just a root/slow ability... So I doubt it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-25-2012, 12:20 AM
We do tow (Trapped) and Repel (The Vault)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-25-2012, 12:39 AM
Tractor Beam Repulsers is a repel ability that uses tractor beams to move away multiple hostile ships that are near you.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-25-2012, 01:05 AM
I meant like the following mission types:

- A ship's engines have stalled and they are in danger of crashing on a planet.

- A asteroid field is about to crash on a colony and we need to use a tractor beam to alter its trajectory.

- A vessel is stranded in an ion storm/nebula/asteroid field and need towing since engines cant be repaired.

All of these are easy non combat missions to make, however some programming might be needed for the tractor beam function.

Was hoping any Dev could give us an answer.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-25-2012, 01:21 AM
That's not a bad idea for new missions. Maybe give all ships a non-combat version which can only be used out of red alert for towing and such.

They could also upgrade the current tractor beam power. Leave the level 1 version the same, but say level 2 and 3 would have a greater chance of being able to drag an enemy around and cause more damage if you start pulling them in the opposite direction of their facing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-25-2012, 07:53 AM
It's true that all ships should have non-combat tractor powers, it's pretty nonsensical that tractor beams, as far as we know, are standard ship equipment but you need specially trained science officers to operate them... if you think about it, this is like needing a special BOFF power to use Full Impulse. Also IIRC it always was ops (e.g. Data) operating them, not Sci

Using them in combat to hinder your enemy can stay the BOFF power it now is, because this is a whole other usage scenario than towing friendlies and such.

On the other hand there's no content to use non-combat tractor beams on. Some good suggestions in this thread already, so far the only solution to "comet!!!" has always been "blow it up!!!".
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