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Re: Auto-Fire for Satellites/WPs
This is a great idea Tampa. Wish I thought of if myself. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
I will try making some new tech that will be used primary on satellites and will have those abilities you described. I will also add that tech to the satellites research tree and make them usable by all races.It is going to make excellent addition to my mod. I am not sure on how to do it yet, but I will post it when I find out. Great thinking man. Thanks. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif http://www.shrapnelgames.com/ubb/images/icons/icon7.gif http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Auto-Fire for Satellites/WPs
Tampa,
I see a few issues with this; 1) By doing this you can now spoof sats easier. Send in 1 ship to trigger all the sats, since they in same hex, then bring in the other ships in clos and bLast them. 2) It decreases the chance for a hit by firing at extreme range. 3) What about missiles type weapons? By firing at max range you allow a ship to move out of the way. 4) I think by creating the weapon type you have you elminate the you go I go premise of the game. ------------------ Seawolf on the prowl |
Re: Auto-Fire for Satellites/WPs
Seawolf
- I certainly agree with all those issues - the exact same ones I have with PD weapons currently, but some reaction fire is better than none for main guns (i.e. no fire b/c my sat has been blown away). I was just trying to make do with what we have to work with in terms of undocumented and querky abilities. |
Re: Auto-Fire for Satellites/WPs
Tampa,
Op fire is being considered but it is currently causes many problems in the game. ------------------ Seawolf on the prowl |
Auto-Fire for Satellites/WPs
I have been working on a solution to what I think is a major hurdle for sats and WPs - their inability to fire first when ships come into weapons range. To solve this I added the "Point - Defense" ability to a DUC II while leaving the "Target Type" the same to expirement. Theoretically, the automatic response turrets (as I call them) should fire when ships move into weapons range. They do for fighters (as they are supposed to), they cannot fire at seekers (as they are supposed to) and if unfired in a turn, they can still be manually fired (as they are supposed to) but unfortunately they do not automatically fire at ships.
My thoery is that the ships movement subroutine does not have the same "check" for response fire that seeker and fighter movement has. Has anyone else experimented around with this? I have added this to my "wishlist" items as I think it would an easy line of code to add since it is already there for seeker and fighter movement (if my theory is correct). This would then provide modders the capability of making sats/wps (or ships) that automatically fire when a ship or fighter moves into weapons range (similar to MOO2). [This message has been edited by Tampa_Gamer (edited 21 December 2000).] [This message has been edited by Tampa_Gamer (edited 21 December 2000).] [This message has been edited by Tampa_Gamer (edited 21 December 2000).] |
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