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-   -   Number of Missiles on Escort Ships (http://forum.shrapnelgames.com/showthread.php?t=5982)

Arty Morty May 15th, 2002 10:06 AM

Number of Missiles on Escort Ships
 
In SEIV Gold Demo, you can build an escort size ship and add a capital missile to it but there seems to be no limit the ship holds of these supposedly large missiles. You can keep on firing them as long as the battle goes on. Does this seem right?

Growltigga May 15th, 2002 10:16 AM

Re: Number of Missiles on Escort Ships
 
Yes, I think that is right.

Keep in mind tactical combat is only 30 turnsd long and therefore due to the reload rate, you can only fire of 10 missiles per battle.

An escort is 150,000 tons, it can surely find room for 10 missiles!

Rate of fire is another issue (anyone for missile launch boxes or external ordance racks??)

Taz-in-Space May 15th, 2002 10:16 AM

Re: Number of Missiles on Escort Ships
 
well since a battle is only 30 turns long and you fire every 3 turns, that is only 10 missiles.
( They are laying in the passageways pre-battle?) http://forum.shrapnelgames.com/images/icons/icon12.gif

PDF May 15th, 2002 10:17 AM

Re: Number of Missiles on Escort Ships
 
SE4 does'nt handle ammo ... basically it's infinite, but having a reload time of 3 rounds and battles Lasting 30 turns, your ships have in fact 10 missiles/component, with automatic replenishment after battle !
In DevNull/Derek mod there are also "External racks" with reload time of 30, so in fact basically one shot weapons.

As a SFC player, that bothers me but is not totally "unrealistic"... http://forum.shrapnelgames.com/images/icons/icon12.gif

Arty Morty May 15th, 2002 10:24 AM

Re: Number of Missiles on Escort Ships
 
Thanks all!

PDF May 15th, 2002 10:27 AM

Re: Number of Missiles on Escort Ships
 
Arrg !! Growltigga arrived some scant seconds before Taz, and I'm a minute behind ... http://forum.shrapnelgames.com/images/icons/icon9.gif

I've to put afterburners on next time I try an answer ... http://forum.shrapnelgames.com/images/icons/icon10.gif

geoschmo May 15th, 2002 10:27 AM

Re: Number of Missiles on Escort Ships
 
Also, since your Capital Ship Missle component is larger than your other low-tech weapons, it could be assumed that some of this extra space is missle storage.

As far as the fact that you can fire missles indefinetly combat round ofter combat round, the next patch will deal with this somewhat as wepons will no longer fire once a ship has depleted all it's supply.

You could also take a Trek perspective on this and assume some sort of replicator technology that produces missles, or any other ammo for that matter. This actually makes some amount of sense considering all weapons, engines, and other devices in SE4 use the same mysterious "supply" substance. Call it liquid hydrogen, or anti matter, or whatever you want. It gets converted into energy for the engines, or molecularly combined into ammo for the weapons, or changed into food for the crew. http://forum.shrapnelgames.com/images/icons/icon7.gif

Geoschmo

Growltigga May 15th, 2002 12:57 PM

Re: Number of Missiles on Escort Ships
 
Quote:

Originally posted by PDF:
I've to put afterburners on next time I try an answer ... http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">No chance mon ami, as we ros-boeuf say, big wobbly dangly ones to you

Grandpa Kim May 18th, 2002 12:36 AM

Re: Number of Missiles on Escort Ships
 
Arty Morty, with an escort it is deucedly difficult to run out of supplies and therefore out of ammo for your lone missile launcher. With larger ships, likely carrying the same or even less supplies, but far more guns, running out of ammo can be a serious consideration ... and a damn fine way to lose an entire fleet!


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