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Old December 10th, 2001, 09:42 PM
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jimbob jimbob is offline
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Default Re: A pirates life for me...

quote:
Images: You altered component image #130, which happens to be the one I use for Plasma Projection Armor. I will be moving this to image # 283, which is free.


And I thought I'd checked all the free images. That one slipped by somehow. I hope it won't look to strange to have ships warping through a giant Version of your Plasma Projection Armor. I don't know, maybe no one will mind.

quote:
"Halo" PD seems quite overpowered, since it has more range than PDLs and more damage than PDCs, all in a 20KT package... Do you want to reduce the damage, the range or a bit of both?


How about PDGs (Point Def. Gravity). Yeah, I guess I didn't downsize them enough for the P&N Universe. My vision was of a PD that was powerful, but that had a highly unique Achilles heel - it has a nonfiring zone (it cannot fire at objects immediately next to itself). Once the enemy moves within this range, s/he can pop off as many missiles as they want. The enemy just needs to set their fleet strategy to 'point blank range' and may the fastest ship win (read WPlats and Space Stations lose). Additionally, I think the cost of the device is considerably higher than for PDCs and PDLs. My suggestions would be to keep the long range (and the nonfiring zone) but modify the damage and cost (which is quite high) of the device.

quote:
The black hole projector has the lowest damage rating in the game (0.16) That will have to be improved. I want to reduce the reload to 5-7 or so, and by the next Version, all black hole weapons will do armor skipping rather than quad2shield.


Never worked out the ratio... boy, they sure suck!! (and they're expensive too) I strongly agree that their attack value should be increased. I'd suggest increasing the damage level rather than decreasing the reload time. Again, the Achilles heel is the nonfiring zone - once the enemy closes with the planet, a higher reload rate won't matter. Then again, if the Advanced Repulsor beams can push ships back into the firing zone...
(can a weapons platform push a ship? what are the rules on repulsor/tractor beams anyway?)

quote:
Inertal dampers will have some funny effects with the QNP in the game... I want to make them part of the ship hull itself, so I can assign a lower EPM rating, rather than a fixed constant speed boost.


Brilliant! I never even considered changing the EPM Ratings.
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