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Re: New Weapons
create storm.
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Re: New Weapons
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I have some of my own custom mini mods that alter things like this with the good planet invasion AI files to make ground combat much more important for taking over a planet without removing the need for planetary bombardment (to kill the WPs) or the option for glassing the planet (if you invest in bomber ships and the tech). Would be nice if there were easier ways to do it of course. |
Re: New Weapons
Every shot that hits a planet that could possibly kill a pop (no units left) will kill at least 1 mil pop, regardless of the damage resistance of the pop. Set pop dmg resist. to 10000, and even a 1 dmg weapon kills 1 mil pop per shot.
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Re: New Weapons
here's an idea - raise ALL weapon reloads by 1.
Now talk about the usefulness of gatling weapons. |
Re: New Weapons
bigger gatling weapons?
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Re: New Weapons
For all of those that like technology, ie advanced sensors and master computers. An anti-sensor or computer weapon is a good counter technology. Basically a weapon that skips shields and armor and manipulates ship movement and firing mechanisms by a computer virus.
The higher up the technology tree for these anti-computer weapons, the more random the movement and weapons fire. Good weapon to break up formations. Alternate sub techs, could be complete sensor black outs, so no bonus are granted and no scanners could be utilized. Like the warp cannon that causes a ship to randomly move, it could also randomly cause the ship to fire at anything, even allies. I don't know if the second part could be modded, but it would lead to new counter strategies, which would involve that highly advanced fleet to be retrofitted with the good ol basic bridge. The basic bridge would be immune to such devices (in game terms) because of the high degree of manual automation, versus higher computer automation with advanced targeting sensors, master computer, ect. |
Re: New Weapons
Another component-specific weapon (tho not currently do-able, unfortunately):
Religious Talisman-only Missles...yes/no? http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: New Weapons
I'de like to see "artillery" style ships. Huge range weapons (various types) with enough of a bonus to hit to get rid of the range penalties, slow moving in combat and easy to hit.
Make not breaking formation a strategic option. Can you restrict components to only certain hulls? Askan |
Re: New Weapons
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Re: New Weapons
railguns. nuetronium railguns. antimatter nuetronium railguns.
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