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New component idea: flare
Maybe this has been suggested before and is even used in some mods, but I just had a new component idea: a flare. A Last ditch point defense with range 1 and high damage (100?) to stop even the most advanced missiles, but it gets destroyed after use (don't know, if that can be done to weapons. If not: reload 30).
Your thoughts? Rollo |
Re: New component idea: flare
How many missiles are you planning to stop with each 10kt of flares? Unless it will stop a significant number of missiles (even better - fighters) I will probably not put it on my ships.
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Re: New component idea: flare
The idea for "chaff" has been proposed several times before. A component that tosses out a 'puff' of chaff every few turns, with a certain chance that a missile would go for that instead of the originating ship, is a logical idea and probably not hard to do. However, if you haven't noticed there are already problems with the effectiveness of missiles. Now that the various AIs have been modded to use lots of PDC it's nearly impossible for a missile-only using race to be a great power in a game. Until balance problems with missiles are worked out, don't expect any new features in the missile area of combat. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
[This message has been edited by Baron Munchausen (edited 08 September 2001).] |
Re: New component idea: flare
Rollo, remember the error you pointed out in the TechMod. No matter how high the damage, it will only knock out ONE seeker. It'll blow though lots and lots of fighters, though..
Phoenix-D |
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