
March 29th, 2004, 06:23 PM
|
Private
|
|
Join Date: Mar 2004
Posts: 11
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: StarFire Mod v-Beta 2
Quote:
Originally posted by President Elect Shang:
XO Missile: You should have set the strategy to ram, try this and they should fire before making contact then move in to ram. With the strategy set to optimal fire range they will want to move away (what happened in your test) until the weapon reloads, but it will not [reload] in that combat phase.
XO Auto Loader: Good point, this is a home made component and not from cannon. I decided not to give it the armor ability for three reasons. (1) The way I envision it is as an internal component that feeds the XO racks by a system of rails, which alone would take away any armor trait. (2) The XO racks have the armor ability and if they get destroyed than the Auto Loader is doing nothing but soaking up damage and eating space. (3) When you develop the Box Launchers (if I don’t change them back to there old form) it would really piss people off to lose all of there ammo when the Auto-Loader gets blown away before there armor is even breached; which could happen if it has the armor ability.
|
Sprint missiles still don't work correctly. They fire and then move off
Auto Loader: If you decrease the cargo capacity, you'll need real cargo holds anyway. With XO Rack V, a ship can fire 20 XO missiles in two turns!
Weapon ranges: I noticed that there isn't much difference between the range ofenergy/sprint weapons and seekers on higher tech level. Maybe you could create three distinctive weapon ranges: XO Missiles, normal missiles(range 20) and energy/sprint weapons(range 10)
|