1 (edited by Burial 2013-08-14 23:52:25)

Topic: Infused Teleport Beacons

You use about 100k Colixum, Epriton and Noralgis to infuse Standard Teleport Beacons(and maybe others). Infusing means they will warm up 1 minute faster than their normal counterparts but also they will die faster/have worse masking or some other negative side.

Where would they be useful?
Used to jump ahead of people thanks to faster spin-up than normals. Since they would cost quite a lot more than any of the current teleporters, they will obviously not be used very often.

Re: Infused Teleport Beacons

-1 you still won't come off the station.

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Re: Infused Teleport Beacons

BUMP!

Re: Infused Teleport Beacons

-1

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5 (edited by Hunter 2013-12-09 06:58:18)

Re: Infused Teleport Beacons

energy cells/injector charges would be better.

TBH: i would start conversation about ability use any teleport beacon even enemy.

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Re: Infused Teleport Beacons

Hunters second idea is cool..... having mobile tps cd faster is just crap fix the alpha internals and externals leave beta and gamma alone.

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Re: Infused Teleport Beacons

Making tps accessible to everyone wil for sure fix spammin problem, sounds nice

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8 (edited by Ludlow Bursar 2013-12-09 16:21:58)

Re: Infused Teleport Beacons

Makes sense to me that a teleporting a light bot would use less power than teleporting a Heavy.

Recharge times of  10s, 20s, 30s, 40s for light, assault, mech, heavy could be interesting.

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EDIT: In fact, taking thought a little further, give teleports a sort of accumulator that charges at a constant rate and make the accumulator cost of jumping proportional to bot weight. That way initial time to wait after deployment before jump was possible would be shorter for smaller bots.

More things then become possible such as getting an "accumulator cost of jump bonus" if the tele beacon belongs to your squad - non squad members could use it but just not as often.

Re: Infused Teleport Beacons

I don't get these repeated whine posts about teleports. They are already very overpowered and far too cheap. If they weren't people would sometimes walk but you pretty much never walk unless you've ran out of teles.

Faster spool up time means faster evac for miners and soft *** 'pvp' corps. That's ***.

Re: Infused Teleport Beacons

Perceptor wrote:

... these repeated whine posts..

Whine post? This is FD & R section. Someone suggests a feature and it gets discussed and developed. I don't hear anyone whining.

Re: Infused Teleport Beacons

-1 to the topic idea; but I like the shorter CD for smaller bots, as well as the availability for a teleport for everyone.

12 (edited by Blocker 2013-12-18 02:32:08)

Re: Infused Teleport Beacons

Perceptor wrote:

I don't get these repeated whine posts about teleports. They are already very overpowered and far too cheap. If they weren't people would sometimes walk but you pretty much never walk unless you've ran out of teles.

Faster spool up time means faster evac for miners and soft *** 'pvp' corps. That's ***.

I don't think they are whine posts. I think people are just looking for a way to compensate for the low population. Before gamma and Spt and mobile teleports, we had enough population to actually live at a station. We walked everywhere, and that was fine as that was all we had, we knew no different. I personally think this is another issue that, at it's core, is related to population. Now, I see no reason why there can't be some sort of mechanic that can be tweaked (by the devs) as required depending on population. This mechanic may affect all transportation modes, normal bot speed, teleports spark teleports etc.

Just a thought...