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Re: Opinions wanted on new tech (Pirate Mod)
Good Idea about the 4x damage, I was going to add a few new types of missiles/launchers.
BTW, we use RAP armor now on tanks, it dosen't deystroy the armor... it's a shaped charge explosive that directs it's force away from the tank when a tiny little sensor detect a fast incoming target... it does leave that part exposed to new missile attacks (well, right now it's only used vs. shaped charge explosives). However, my RAP armor has it's Accuraccy modifier changed by level (10/30/50) to show inprovement in the "sensor". I'm also gonna add COUNTERMEASURES... 1KT, 60pts damage, 1 range, ACC mod -30/-15/0, reload 30(or deystroyed)... whatcha think? [This message has been edited by Trachmyr (edited 23 April 2001).] |
Re: Opinions wanted on new tech (Pirate Mod)
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>it's a shaped charge explosive that directs it's force away from the tank when a tiny little sensor detect a fast incoming target<HR></BLOCKQUOTE>
Well that seems reasonable. I shall retract my "destroyed on use". <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I'm also gonna add COUNTERMEASURES... 1KT, 60pts damage, 1 range, ACC mod -30/-15/0, reload 30(or deystroyed)... <HR></BLOCKQUOTE> basically, your RAP, but 10x the PD and no armor, right? Problem is, you can replace a single PDC with 20CM. Most PDCs don't fire 20 times in a single combat, so you get more use out of the CM. You're also getting a bonus of being able to take down missiles with burst-fire. These things definitely need to be destroyed on use, and make them 2kT of space. [This message has been edited by suicide_junkie (edited 23 April 2001).] |
Re: Opinions wanted on new tech (Pirate Mod)
Ok, I see your concerns with the CM's... but don't overlook the accuracy penalty... MANY will miss (maybe make it -30/-20/-10 That makes them 80-60% less accurate than PDC's)... so it's kinda up to chance. But if they work too good, then I'll deffinatly raise it to 2KT.
As far as the deystroyed/reload 30... either way they only get 1 shot per combat, the argument is if they can be reloaded between combats... I would have to lean towards yes. |
Re: Opinions wanted on new tech (Pirate Mod)
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>the argument is if they can be reloaded between combats... I would have to lean towards yes<HR></BLOCKQUOTE>
Do they have supply bays full of spare counter measures, or do you build new CM charges each time? I would suggest making them different from RAP & PD. If they were very effective, but had to be repaired each use, you'd use them with very different strategies. And, they would not be better than PD, only different. You'd want to put PD on your ship to save CM charges for emergencies. Then ships would have to be designed with BOTH PD/RAP and CM. CM blocks the entire first wave of missiles, but fails on the second wave. The PD will keep firing away till the bitter end http://www.shrapnelgames.com/ubb/images/icons/icon7.gif [This message has been edited by suicide_junkie (edited 23 April 2001).] |
Re: Opinions wanted on new tech (Pirate Mod)
FYI: unless something has changed since I tried it, "destroyed on use" does NOT work for weaponry.
Phoenix-D |
Re: Opinions wanted on new tech (Pirate Mod)
http://www.shrapnelgames.com/ubb/images/icons/icon9.gif
well...30 reload is OK too, then. Make it destroyed on use also, so when MM get it working for weapons, you'll be all set. |
Re: Opinions wanted on new tech (Pirate Mod)
Thankx for the info Phoenix.
Uh, Mr. Junkie... I'm not sure which way you're suggesting.... bigger and more effective or smaller with low acc (like I have). I will have a variety of PD in my mod, all are diffrent: PD guns: Small, fairly accurate, low damage & CLOSE Range... blown away with armor PD Cannons: Medium range, accurate, 20ton, high damage RAP:small, counts as armor (but only 1/3 hits of normal), contact range, 1 use vs. missile(only) with high damage and ok accuraccy Countermeasures:Tiny,very-low accuracy,"contact" range, high damage, 1 use (missile only) PD rocketry: Long range, Heavy weapon, High Damage, accurate and reload 2 Might add lasers: PD Lasers: like PD guns, but longer range better accuracy and twice as heavy. PD Laser Cannon: Like PD cannons, but longer range, lower damage, more accurate, 5tons heavier. Might add Particle accelerator PD N-PAWS Cannon(neutral particle accelerator weapon system): Like PD cannon but more accurate and better damage, 10tons heavier. PD Light N-PAWS (like guns, but heavier, better damage & accuraccy) All PD requires Point-Defense Weapons, additionally: Guns/Cannon: Projectile Weapons Lasers/Laser Cannon: Laser Weapons Rocketry/countermeasures: Missiles Particle Accelerators: Particle Weapons RAP: Armor (I'm also adding a bunch of missiles and launchers) |
Re: Opinions wanted on new tech (Pirate Mod)
I like linking the new PD's to other "less valuable" weapons areas. Put one that requires Menson BLaster and I might even research it for the first time http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Opinions wanted on new tech (Pirate Mod)
That's possible, thought about adding PD's for Mesons and anti-polorons...
As far as the techs that I am linking the PD's to (except armor), they're all starting techs in my mod (Projectile/Laser/Particle/Missile). All weapons start at level 0, so you have to use some of your reseach bonus to "determine" your race's weapon style (to balance this I give you Troops, Applied Political Science, Biology (Actually removed Biology, and renamed Applied medical science to biology) and repair at level 1) |
Re: Opinions wanted on new tech (Pirate Mod)
Sorry for the delay, my internet provider dropped out for an hour http://www.shrapnelgames.com/ubb/images/icons/icon9.gif
Basically, I was saying -Continuous fire PDC vs -One-shot burst-fire CM, with less total firepower. You need each type of PD to specialize in a certain area. -range -damage -ammo -Rate Of Fire -accuracy -some special secondary ability -etc. Looks like you got -ROF (Countermeasures) -range (Lasers, rockets) -accuracy (Cannon Versions, rockets) -Ammo (Lasers, Guns) -damage (PDgun Cannon, rocket) -Special ability (RAP- armor) Advantages for stuff: PDG: some ROF, Accuracy, Ammo PDGC: some range, Accuracy, damage, Ammo RAP: some Accuracy, Damage, Ability-Armor CM: ROF, damage PDR: Damage, Range, Accuracy PDL: Ammo, Range, Accuracy PDLC: Ammo, Range NPC: some Ammo, some range, Accuracy, Damage NPCL: some damage, Accuracy, Ammo. Interesting, but quite confusing about what abilities each has. Perhaps standardizing the stuff. eg. Guns: high damage, med fire rate, short range. Lasers: Low damage, med fire rate, long range. PAWS: high Accuracy, med damage, low fire rate, long range. "cannon" suffix = extended range, heavier damage, lower fire rate. RAP, Rockets & CM are special. Meson bLaster tech could be used for the PAWS stuff. |
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