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-   -   SE5 - a few more questions (http://forum.shrapnelgames.com/showthread.php?t=31048)

aegisx October 16th, 2006 06:57 PM

SE5 - a few more questions
 
1. Are there combat support ships (ECM/ECCM ...?

2. If I have a freighter with ord/sup in a fleet, will it resupply the fleet after combat?

3. Along with #1, is there a command a control ship that will give bonus's to other fleets in the TF?

4. Would it be possible to have facilities that don't take up space, but cost an alot of minerals to build? For example, underground bunkers that add cargo space to the planet.

Suicide Junkie October 16th, 2006 07:07 PM

Re: SE5 - a few more questions
 
Ships are whatever you design them to be.

There is no reason why you can't make a sector-wide combat bonus component.

Facility size is whatever you want it to be. I don't think anybody has tried negative sizes, but other than the obvious balance issues, I don't see why not.

aegisx October 16th, 2006 07:10 PM

Re: SE5 - a few more questions
 
ECM/ECCM would be mainly range based and cause missiles to miss. What attributes would that affect?

As for facility size, I was just thinking of uses for the massive stockpiles of minerals, maybe some really expensive improvments.

Suicide Junkie October 16th, 2006 07:17 PM

Re: SE5 - a few more questions
 
Seekers do not miss... if they have limited turn rates, they can be dodged temporarily. They can be shot down or hit with repulsor beams. They can fizzle out if their range is too short.

You could probably have a component that reduces damage from missiles by X%... you can definitely have a racial trait that does so.

Phoenix-D October 16th, 2006 07:24 PM

Re: SE5 - a few more questions
 
you can definitely have a component that does so as well.

aegisx October 16th, 2006 07:28 PM

Re: SE5 - a few more questions
 
Are there any such in stock? Would love to make some Electronic Warfare ships.

Phoenix-D October 16th, 2006 07:32 PM

Re: SE5 - a few more questions
 
Not for missiles, no. There's one that reduces the damage of energy weapons, and ECM that makes beams/projectiles more likely to miss.

aegisx October 16th, 2006 07:33 PM

Re: SE5 - a few more questions
 
Can they be range based or do they just [provide the effect over the whole combat field.

PvK October 16th, 2006 07:57 PM

Re: SE5 - a few more questions
 
Isn't it just like SE4, where ECM/ECCM only apply to the ship under attack? (I think aegisx is thinking of a fleet support ship that can jam attacks on an entire fleet, not just on itself.)

Maybe you could mod a PD component with very long range that targets missiles, which is a missile jammer?

Phoenix-D October 16th, 2006 09:00 PM

Re: SE5 - a few more questions
 
ECM only affects the one ship, in stock. Looks like you should be able to make it affect the entire field, but probably can't make it range-based.


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