
March 24th, 2003, 09:30 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Revamping SEIV Ship Hull Sizes & Features
Quote:
Interesting. Personaly I think that the accuracy mount should weigh the same as the LR mount, similar principles involved just different application.
|
And what would you think they should weigh? 125 or 150?
Quote:
Concealed mount seems a little Uber. Tonnage 25%, structure 100%, and damage 90%? That is one hell of a damage ratio you're offering, and they can double as internal armour.
|
Hmm... I may have reduced the wrong trait. The hit points are supposed to be 25%, not the space taken. The concealed weapon should take normal space.
Quote:
For the pre-fire bays, how are they working? have they tested out all right? I remember the problems with adjusting seeher range through mounts (it doesn't actually affect the characteristics of the seeker) but will the seeker launch even though it will wink out of existence?
|
They are designed against missile dancers and such. You can fire the seekers when they are out of range. The seekers move in, and hopefully hit them when they come in range to fire at you. If they are out of range when the seeker arrives at its max range (regardless of the mount), the seeker just disappears. No big loss, fire more! They would be more useful on Bases, which can't move to combat the missile dancing.
Quote:
Edit: P.S. I noticed that you aren't intending for the AI to use any of the special mounts. Are you planning to keep it that way? If not, how are you planning to balance it?
|
I am not entirely sure. I might have them use the Heavy Mount because they can not react dynamically to a player using lots of emmissive or crystalline armor. The Heavy Mount is designed to combat such ships.
[ March 24, 2003, 19:38: Message edited by: Imperator Fyron ]
|