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Re: Gryphin Mod v.3 - Troop Question
Gryphin;
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On second though, I will let you live. I will keep you caged, for posterity! <font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font> [ February 25, 2003, 16:30: Message edited by: mlmbd ] |
Re: Gryphin Mod v.3 - Troop Question
mlmbd, um, what do you want with my posterior?
Incident An unarmed scout ship caught in th middle of a Rage system sussessfuly caused two Rage destroyers to be damaged without ramming them. The scout was destroyed but the captian of the ship died with a satisfied smile. [ February 26, 2003, 11:21: Message edited by: Gryphin ] |
Re: Gryphin Mod v.3 - Troop Question
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I have not had the pleasure of running into the Rag, yet! My compliaments, to your deceased Capt. and crew! <font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font> |
Re: Gryphin Mod v.3 - Troop Question
Don't you want to know how the ships were damaged without using wepaons or ramming?
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Re: Gryphin Mod v.3 - Troop Question
Not that I'll be able to download it for awhile until I get a new computer (my computer got zapped by lightning Sat. night), but where can I find this mod?
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Re: Gryphin Mod v.3 - Troop Question
gregebowman
It is currently in play test. Looks sorta like this: Battle Bridge - Aux Con that includes extra sensors that gives the ship +15 percent to hit and to dodge. Very Expensive Tech Required – Sensors III and Combat Support III Satellite Repair Bay Repair Pod – SJ’s idea. Reasonably priced Cargo Bays – 10kT and 5kT to fill in the left over space Supply Bays - 10kT and 5kT to fill in the left over space Normal Armor – 10kT and 5kT to fill in the left over space Cargo, Supply and Armor scaled proportionally in cost and rounded up a small amount. Appropriate techs required. Point Defence Canon – Long Range Low Intensity Range - 1 2 3 4 5 6 7 8 9 10 Damage 30 30 30 20 15 15 10 5 5 5 Requires PDC V Same size and cost as PDC V Rocket Pods – Short range high damage. Can only Fighter, Sat, Seeker, Drone. I see them as a Last line of defence against incoming Fighter Squadrons. Range 2 – Damage – 200 – Rate of fire – 2. Is mounted as armor to put it outside the ship where I envision rockets. I may delete these because some TDM AI put as many as 4 of these on a LC. Armored Solar Sail – In my mind it is on the outside of the ship and should be destroyed before the internals. I’m toying with the idea of giving it ECM ability on the concept that it would throw off tracking. On the other hand I’m considering the opposite because it makes the ship easier to track. Who knows, maybe I got the idea from the asteroids in FQM. Scout Class ship that can take 8 engines. Gentleman’s Treaty that it will not carry weapons, (the AI has not signed this treaty) Am working on a Unit Launch Bay that will launch 1 bouy, (very small sat with no weapons), per turn. I would like to put these on my scouts and drop a “marker” off in the systems it passes through. Currently mlmbd, Pooh Star, and some other friends are play testing this in a Non Zero Sum Game. PBEM Feed back welcome on all of this. [ February 26, 2003, 23:21: Message edited by: Gryphin ] |
Re: Gryphin Mod v.3 - Troop Question
Gryphin,
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<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font> [ February 27, 2003, 15:31: Message edited by: mlmbd ] |
Re: Gryphin Mod v.3 - Troop Question
Could not run or hide
Death was Inevitable Damaging Space Rocks |
Re: Gryphin Mod v.3 - Troop Question
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Re: Gryphin Mod v.3 - Troop Question
gregebowman and folks
I'll be uploading the mod and my ship set as soon as I can figure out how. |
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