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disrupt reload time vs increase reload time
Is there any difference between these two abilities (besides the latter not working against Master Computers?)
Search on the topic came up with this: Phoenix-D: Actually the two weapons do different things. One increases reload time the other disrupts it. AFAIK shooting the Energy Dampener at a ship armed with APBs or PPBs won't have any effect, where the Flailer will. Baron Munchausen: The difference between energy dampener and mental flailer is that one affects energy (dampener, the 'disrupt reload time' power) while the other affects minds (the 'increase reload time' power). So, the Energy Dampener will affect any ship, while the Flailer only affects ships with crews, NOT ships with Master Computers! Thanks, -Spoon |
Re: disrupt reload time vs increase reload time
Uhh, from what you've found there, I would say that the only difference is the Master Computer thing.
Seems like a wierd way of going about it. It would make more sense (to me) to have one ability which has the weapon-delaying effect ad another which specifies "does not work on Master Computers". That would give modders much more to play with. |
Re: disrupt reload time vs increase reload time
Ya, then you could have:
Bio-Microwave Ray - causes crew members to explode like sausages in a microwave oven, damaging the ship. Does not work on ships with master computers. There should actually be two (or several, ideally, for other conditions) categories: 1) Doesn't work on targets with master computers. 2) Only works on targets with crew quarters. in order to get the correct effects on ships with both types of control. PvK |
Re: disrupt reload time vs increase reload time
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Re: disrupt reload time vs increase reload time
"How is this different from what's there now?"
You can specifcy exactly which weapons will and won't affect ships with MCs, for one. Phoenix-D |
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