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Fire Rate 0
I was playing around with my mod, trying to balance fighter weapons. Due to forgetfullness I set the fire rate of one of the fighter missiles as 0. Running a test in the simulator I found that the fighter could now fire for as long as it had supplies and targets.
Probably people already know this, but it was news to me so I thought I'd pass it on in case someone didn't |
Re: Fire Rate 0
Are you saying that fire rate 0 is the same as fire rate 1? Or are you saying it can fire multiple times in one round of combat?
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Re: Fire Rate 0
Multiple times in one round of combat. As its fighters they don't seem to need multiplexers to fire on multiple targets.
I checked in on normal ships and the multiplex limit still applies, but the weapons can fire multiple times in one round. |
Re: Fire Rate 0
Well that's not cheating http://forum.shrapnelgames.com/image...ies/tongue.gif. I suppose though, if you made a weapon with low dam, that mihgt be a cool thing to do. Hmm let me make a possible example.
Name := Death Ray I Description := Mid range weapon that lays down a continous beam, using all of a ships resources Pic Num := ?? Tonnage Space Taken := 100 Tonnage Structure := 100 Cost Minerals := 500 Cost Organics := 0 Cost Radioactives := 250 Vehicle Type := Ship\Base\Sat\WeapPlat\Drone Supply Amount Used := 25 Restrictions := None General Group := Weapons Family := 2000 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 2 Tech Area Req 1 := Energy Stream Weapons Tech Level Req 1 := 5 Tech Area Req 1 := High-Energy Discharge Weapons Tech Level Req 1 := 5 Number of Abilities := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets\Ftr\Sat\Drone Weapon Damage At Rng := 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage Type := Normal Weapon Reload Rate := 0 Weapon Display Type := Beam Weapon Display := 1 Weapon Modifier := 0 Weapon Sound := apbeam.wav Weapon Family := 2000 There, what do you think? http://forum.shrapnelgames.com/image...es/biggrin.gif Obviously scale it down for units. Think what would happen if the ship had a quantum reactor. http://forum.shrapnelgames.com/images/smilies/shock.gif :Edit: Oops, mispelled somehting. |
Re: Fire Rate 0
As I remember Quantum Reactors (been so long since I played a mod which included them http://forum.shrapnelgames.com/images/smilies/wink.gif) they only fully regenerate the supplies at the end of the turn. So the beam would stop firing when the supplies ran out, then could be started again next turn.
Still for a ship mounted point defence weapon there is potential. With such a weapon you could garuntee you would kill fighter group x, but with limited multiplex you couldn't kill every fighter group. |
Re: Fire Rate 0
A weapon that has the possibility to destroy a ship in one round of combat is great in my opinion. It only reasons it should have a draw back. Think of it as an all or nothing type of weapon.
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Re: Fire Rate 0
The end of turn thing is only for sharing supplies in a fleet. A ship with a quantum reactor and this weapon would keep shooting without limit until all valid targets within range were destroyed, up to its multiplex tracking limit.
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Re: Fire Rate 0
Well there you go..... Another reason alot of mods remove the quantum reactor http://forum.shrapnelgames.com/images/smilies/wink.gif.
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Re: Fire Rate 0
I'm curious if you have tried this in a simultaneous game. Will the AI continue firing, or does it only shoot once per combat round?
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Re: Fire Rate 0
Or make it ridiculously advanced and expensive. Getting the quantum reactor in Adamant Mod takes a LOOOOOOOOOOOOOOOOOOOOOOOONG time, and actually building it costs 20000 of each resource. Great for special supply ships, 1 or 2 per fleet, but not something you'd want on your primary warship design as is common in stock.
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