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Point Defense question
Just curious... what is the difference between setting a weapon's fire type to Point Defense (as opposed to Direct Fire, Seeking, or Warhead), and giving it the Point-Defense ability? http://forum.shrapnelgames.com/image...s/confused.gif
(If there is a difference that might just get my brain going on how to creatively use one and not the other on a weapon! http://forum.shrapnelgames.com/images/icons/icon12.gif ) |
Re: Point Defense question
I think it gives it a targeting bonus when point defense is selected.
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Re: Point Defense question
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Re: Point Defense question
The weapon type of Point Defense is what makes it act like Point Defense. I believe that the Point Defense ability is only there so that the AI could add Point Defense Cannons to its ships by having something to call as a miscellaneous ability, without using up the Secondary Weapon Type field.
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Re: Point Defense question
Oh, ok, so it's basically AI tag zero then? http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Point Defense question
From what I read of the FAQ/Info of the SE4 Modder program...it states...
------------------------------------------------- "Weapon Type: Can be None, Direct Fire, Seeking, Point-Defense, Warhead." "Point-Defense is not what makes a PD Cannon inot a PD Cannon. What this does is make the weapon into a Direct Fire weapon that fires automatically at seeker, fighters and satellites as soon as they move into range." "Can Target: Ships, Planets, Ship\Planets, Ships\Planets\FTR\SAT\Drone, Seekers, FTR\SAT\Seekers\Drone, Ship\Sat." "This determines what a weapon can target. This is what makes a PD Cannon a PD Cannon, because of its targets. You could design a weapon with the 'PD' weapon type, but give it Ships for targeting, and it will act like the normal PD Cannon, except that it will automatically fire at Ships." ------------------------------------------------- Of course I don't know if this works...I hope it does...I plan on using it in my SFB MOD. Kana |
Re: Point Defense question
Ya I hope it works too. Even if it doesn't entirely work, I bet it would at least work for fighters and seekers, and work against ships also as a DF weapon.
PvK |
Re: Point Defense question
Last we checked, moving ships did not trigger the Point Defense code.
Only moving units, or moving the ship carrying the PD weapon triggers it. |
Re: Point Defense question
i didnt work pre-gold, but its certainly worth checking again. I always wanted to have reaction-guns.
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Re: Point Defense question
Too bad weapons can't be Destroyed on Use... it would allow for true Reactive/Explosive Armor - set it to range 1, fires on anything, and give it the Destroyed on Use ability... http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Point Defense question
Ooooh, fantastic idea, Ed! This would be a fun thing to play with.
/agitate on/ Hey! We want a "weapons destroyed on use" ability in SE5! Pretty please?!? /agitate off/ [ June 02, 2004, 22:20: Message edited by: Droplede ] |
Re: Point Defense question
Another thing to add to the SE5 wishlist or perhaps SE4 Version 2.
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Re: Point Defense question
'Weapons destroyed on use...'
Heck I would be happy if they add one shot, or weapons that would run out of ammo. Then you would have to either stock ammo for them, or reload them somehow... Mainly a good idea for fighters and such. Launch big missile at target...return to carrier and rearm.... Kana |
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Re: Point Defense question
I don't think I have room in my designs for reactive armor. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Point Defense question
About "weapon destroyed on use" - isn't it the same as "one shot gun", ie, weapon with reload rate of 30?
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Re: Point Defense question
Except that in this case, you need a repair ship before you can fire again.
Its more than just 30 combat turn reload its "at least one month, maybe more" reload |
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