quote:
Originally posted by Baron Munchausen:
I disagree. The DUC represents a solid projectile. It ought to do a lot of damage. The APB and MB represent first-generation energy weapons. They should not be a lot stronger, or maybe not even fully as strong, as the DUC. And in fact, the MB does less damage than the DUC. This is correct IMO. What the DUC ought to have as a disadvantage is a high loss of accuracy at range because the solid projectile is much slower than a particle/energy beam and so is harder to hit distant targets with. Unfortunately, there is only ONE global setting for percentage loss of accuracy per square of range. I think there ought to be a percentage loss of accuracy per square setting for each weapon. Then you could represent something like the DUC more accurately.
[This message has been edited by Baron Munchausen (edited 08 February 2001).]
Yeah, you have a point there. However DUC should have some disadvantage against energy weapons. The first one logical modification should be increasing the size of that thing. If it makes such damage it should be big. At least 40KT or even 50KT would give energy weapons some advantage.
Lower accuracy would be even better but I have dicovered some problems when I tried to give weapons negative 'bonus to hit' value in components.txt file. It appears that this bonus is added after everything else is calculated and can give a weapon a 100% chance to hit (this is a case with PD-it has +50% chance to hit). However, when you give a negative value to weapon you get problems.
Lets say that you shoot at enemy with a weapon that has -10% 'bonus to hit' and the chance to hit enemy ship is lower then 10%, you would get negative number. That negative number will cause range check error. I encountered this in 1.11 Version, so I am not sure if anything has changed by now.