![]() |
Re: Carrier Battles Mod
Suicide:
The more you describe your idea, the better it sounds. Can't wait to check it out. |
Re: Carrier Battles Mod
Quote:
PvK |
Re: Carrier Battles Mod
+70% in damage/kt/turn
Plus the fact that they're huge makes them do tons of damage so the 2kt gun might do 2 damage, while the 50kt gun does 85 ish. |
Re: Carrier Battles Mod
Don't quote me on this, but isn't that true in reality? Take a .22 caliber rifle and scale it up to a 16 inch bore and (ignoring physics) it'll outperform a 16 inch battleship gun.
|
Re: Carrier Battles Mod
So, how are missiles going to be handled?
|
Re: Carrier Battles Mod
Could you be more specific?
|
Re: Carrier Battles Mod
Suggestions for weapons.
Rock slinger I - X gives way to Space Bow I - X gives way to Star Bow I - X gives way to BB Gun I - X gives way to Enhanced BB Gun I - X gives way to Slug Gun I - X gives way to Bore Gun I - X gives way to Cannon I - X gives way to DUC I - X gives way to Gas Laser Gun I - X gives way to Chemical Laser Gun I - X gives way to Phased Energy Cannon I - X gives way to Phasers I - X gives way to Enhanced Phasers I - X gives way to Poloron Beam I - X gives way to Phased Poloron Beam I - X gives way to Wave Motion Gun I - X |
Re: Carrier Battles Mod
The way I see weapons is a set of advantages and disadvantages...
Eg: DUC: average Ripper - very short range, + high damage Laser: + Long range, - less damage, + low supply use Torpedo: + accuracy bonus, - less damage and so on. SE3 style, sort of, with it being mostly a balanced tech hedge rather than a tall tech tree. --- Missiles will be the only things with serious range, probably 20 + no fizzle. There will probably be a comparable number of missile types to DF weapon types, with tradeoffs in: - damage vs speed vs hitpoints vs warhead type vs reload rate vs cost and such. |
Re: Carrier Battles Mod
I think a thickness mount for armor will be good too:
EG: Steel Armor Plating I size - 1 HP - 3 Then we have mounts: 1-inch plating: size x1, hp x10 2-inch plating: size x2, hp x18 3-inch plating: size x3, hp x24 4-inch plating: size x4, hp x32 The rationale being as follows: Thicker plating is less efficient in hp/kt, however the large hp per component makes it less leaky, and also improves the performance of any leaky shields which are still operating. For example, the 1-inch steel plating (when shields are not destroyed) will be immune to weapons of less than 30 damage per hit. 4-inch plating, on the other hand, will have 80% the structural strength of the thin armor, but will be immune to weapons of less than 96 damage. |
Re: Carrier Battles Mod
I suggested something like this for Adamant a while back (well, I suggested standard armor and then light and heavy armor mounts) but Fyron said it would be too complicated; he only wanted 2 types of armor http://forum.shrapnelgames.com/image...ies/tongue.gif
Just a silly question... why are you measuring the gun bores in millimeters but the armor in inches? http://forum.shrapnelgames.com/images/smilies/wink.gif edit: oh, and maybe it would be good to have a "default" thickness for armor - in other words, instead of your scheme where the armors have 3 HP unmounted and the mounts raise their hitpoints by factors of 10-32, have the armors 30 HP unmounted and have the mounts raise their hitpoints by factors of 1 (no raise) to 3.2. That way if you forget to use a mount on your armor you're not screwed, you just get a "default" 1-inch armor http://forum.shrapnelgames.com/images/smilies/laugh.gif |
All times are GMT -4. The time now is 06:41 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.