Reviving the prowler debate.
#41
Posted 01 June 2013 - 07:19 AM
#42
Posted 01 June 2013 - 12:12 PM
I'm sorry but I see no point in the bringing up of Newtons laws. I was stating that prowlers in Halo are known to move slowly because the technology that keeps them invisible from covie sensors cannot compensate for the maximum output of a prowlers engine.
Read My paragraph again, It says that engine can be shut off once the desired speed is reached.
I'm back (temp)
#43
Posted 01 June 2013 - 02:47 PM
Read My paragraph again, It says that engine can be shut off once the desired speed is reached.
Yes that would happen I'm the real world but in Sins it wouldn't matter at all. Sins, along with practicality every other RTS doesn't have constant movement. Once the target has reached the destination it stops, so the prowler wouldn't keep going with engines off. I still see no relevance in your other paragraph at all.
"But I knew him"
- Bucky Barnes
#44
Posted 01 June 2013 - 02:51 PM
#45
Posted 01 June 2013 - 11:19 PM
They definitely fly at varying speeds. Ad fly slower when closer to their way-points.
#46
Posted 02 June 2013 - 12:02 AM
"But I knew him"
- Bucky Barnes
#47
Posted 04 June 2013 - 10:32 AM
I've certainly never seen it, aside from the AI attempting to form some semblance to a fleet. I sort of understand what SPECTRE is saying but it's just needless in a game such as Sins, which hardly pretends to be 100% realistic in any case. (Also, he's slightly wrong in that gravity and very small levels of friction kind of necessitate the use of engines, especially getting away from a planet.)
Throwing my lot in, I'm totally behind the cloaking idea as a concept because of what Canada said, you have to build many many prowlers to get past a desert or terran planet. As an intel-gathering ship, it's remarkably lackluster at the moment. One quick question, doesn't the Vasari phase 'cloak' (not actual cloak, I know) ability render it invulnerable already? I thought that was the point, as long as it has antimatter. Isn't that closer to the idea than just the Diplomatic Immunity or whatever which is just a ceasefire for like sixty seconds?
That said, I know I'm about six hundred versions behind the most up to date one so I'm unaware of any recent changes. I'll be throwing in a pitiful excuse of a request for playtester status once I finish exams and have all the time in the world on my hands.
#48
Posted 04 June 2013 - 12:03 PM
And I see someone is keeping track of the Dev posts regarding revision numbers...
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#49
Posted 04 June 2013 - 12:36 PM
Sure, I was worried by the lack of activity, figured I was probably too late in any case. Look forward to the update!
#50
Posted 04 June 2013 - 02:54 PM
The Prowler will be recieving a passive -75% damage reduction in the form of a "Chance to dodge" bonus.
This is to emulate the fact that as it's basically a large fighter, it can maneuver to avoid enemy shots fired at it and has plasma jamming capabilities against the Covenant.
This should allow them to scout *somewhere* near the Vanilla scout distances. It also removes the required micro of having it as an active ability (which would only auto-activate if fired on, which would probably guarantee the prowlers' death anyways)
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#51
Posted 20 June 2013 - 07:25 PM
#52
Posted 20 June 2013 - 07:32 PM
Or remove the icon for the prowler so it wont show up in grav wells when seen from high above.
#53
Posted 20 June 2013 - 07:36 PM
Or remove the icon for the prowler so it wont show up in grav wells when seen from high above.
this doesnt affect the AI
#54
Posted 20 June 2013 - 08:06 PM
Another aspect of their stealth that could be integrated is maybe to remove the slidar warning for other players when a prowler enters a gravity well. I have no clue how modding works for this game or if that is even possible, but I know trade ships are (And bless their little phase drives for it) not announced
If you mean notifications, I'm pretty sure that's impossible. And it also probably wouldn't affect the AI either.
#55
Posted 20 June 2013 - 08:13 PM
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#56
Posted 24 June 2013 - 01:25 PM
Actually, the passive version of mine detection in rebellion makes mine clearing way more annoying. The prowlers wouldnt do it automatically like they currently do. That being said, the range of the ability could use an increase
Bit of a necro, but you could integrate Rebellion's passive mine detection ability with the Prowler's 75% chance to dodge passive, allowing for both auto clearing and full detection.
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#57
Posted 04 July 2013 - 04:05 AM
Hey, here's an idea: lets have two scout ships! One could be a basic scout ship (you can use the Argo-class) that relies on speed (faster then a Prowler), somewhat better weapons , and slightly heavier hull and armor to survive. Then you have the Prowler which would use stealth, over speed and weapon strength.
#59
Posted 19 July 2013 - 07:36 PM
Also, are you guys going to remodel the Prowler? I saw an official illustration of a Prowler and it looks vastly different then the current in-game one.
Nope. The SotP prowler looks way better and more believable then the pointy one of Halo lore. The SotP prowler is exactly how I envisioned the prowler looking. It is more practicle with its low sleek design.
Plus the model for the canon prowler would be to big if it was going to look remotely like the canon Prowler.
#60
Posted 30 July 2013 - 10:18 PM
I'm starting to lean toward this idea. Prowlers need something.
make then just explorers and take off the guns they have, and there automatic kill box so AI's never target then hence stealth, but they cant fight back only ment to explor, but "players" can kill them point and click only.
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