![]() |
ECM vs ECCM.....Need Input
Ok, we have ECM already in game, so that in and of itself is no big deal. But we are wanting to add ECCM to the game. Is this feasible? Im trying to determine if it is possible to create a ship component that will allow Electronic Counter Counter Measures to work, like in the board game FE.
Anyone out there have any ideas? Im thinking this might be a hard code issue and thusly not possible, but wanted to see what you all thought. Input as usual, is greatly appreciated!!! |
Re: ECM vs ECCM.....Need Input
Well, Combat Sensors are the answer. If FE is Federation & Empire, which was based on Star Fleet Battles, then I can guess that yes, it works almost the same way, except that in SE4, Combat Sensors give a bonus to hit if they exceed enemy ECM. In SE4 in patches since er... a year or so ago, to-hit mods that don't replace each other are additive for attacker and target, so +65 to hit on a target with a -50 defensive bonus results in a net +15 to hit, which is then added to the base hit chance and the range modifier, etc. Every to-hit mod (besides multiple components of the same type) adds.
PvK |
Re: ECM vs ECCM.....Need Input
My question is this though, would it need to be hard coded, or can we make a ship component now that would take away ECM from the enemies ships?
|
Re: ECM vs ECCM.....Need Input
You could make a weapon that specifically targets ECM devices...
|
Re: ECM vs ECCM.....Need Input
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Grayhorse:
My question is this though, would it need to be hard coded, or can we make a ship component now that would take away ECM from the enemies ships?<hr></blockquote>As PvK said, if the goal is to have it eliminate all ECM up to the limit of the other players ECM, but not give yourself a positive modifier with any leftover, then no, it's not possible without a hard code change. Combat sensors will couter act the ECM, but if the Combat sensors are stronger than the ECM, the difference becomes a positive modifier for the attacker. Or you could do as SJ suggests and have a ECCM that doesn't modify to hit chances, but destroys the ECM component itself. Although, SJ, is that one that is doable now? I think not everything is specifically targetable like that. Geoschmo |
Re: ECM vs ECCM.....Need Input
You'd have to fudge your way through it, by using the "only boarding parties" ability, or maybe the "only spaceports" ability.
Haven't tried the planetary facility abilities/targetting on components, or vs shields, but they're something to try. |
Re: ECM vs ECCM.....Need Input
Ok. Thats what I kind of figured. I was hoping to be able to actually do ECCM, but without the hard code changes, I didnt think it was possible. Oh well. Back to the drawing board.
|
All times are GMT -4. The time now is 01:43 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.