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Opps, sorry misunderstood what your PDC/PDL were... I thought you made a smaller Version, (that's what I get for skimming through).... I'm not sure about your arangement, Tell me how they do, I might add analogs to my own mod!
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2) Point Defence Lasers. The PDCannons, are limited to 3 range at max, while the PDLasers go 8, but are limited to half damage. PDC's then defend your ship, while the PDL's defend the fleet.
PDC:
-range 3 at tech lvl 5
-Full damage (kill one seeker /shot)
-20kT
-reload 1
PDL:
-range 5 to 8, at higher tech
-roughly half damage. (typically two shots /seeker)
-20kT
-reload 1.
Basically, its a short range kinetic kill cannon, or a "scratch em till they bleed" long range laser.
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Shield generators are a good idea, however I think you might be overpowering the upper levels... after all they still use only 1 fac spot.
You'd be surprised what a 100% hitrate can do for your damage capabilities. But still, when you get 16 tech levels in shields, you deserve something tough. It will also encourage troop landings (like starwars).
I still have to see how they play out, though.
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Even though the hull is strengthened, the struts/thicker wall/ect. will still use some space... perhaps 1-5KT, Also now that "One per ship" restriction is active, perhaps you can utilize that feature for "Heavy/Very Heavy/Extremely Heavy" reinforcement.
"One per ship" would definitely
not be enough. This stuff is not armor, so if you only had one, it would only stop about 4% of the hits. I need this to be lots of components, since its non-armor.
how it works, is that with a 20 component ship, you add 20 HB points, and you reduce internal damage by 50%.
Add 40, internal damage is reduced by 65%
add 60, I.D. is down by 75%
add 80, 80%
add 180, 90%
thing is, at $400 a pop, ($100 maintenance)that comes to:
20 = 8k minerals
40 = 16k
80 = 32k
180 = 72k = 18k mintenance! = bankrupt empire
Think of it as ripping up the carpeting, stripping the walls & putting in ablative armor instead
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Also now that "One per ship" restriction is active, perhaps you can utilize that feature for "Heavy/Very Heavy/Extremely Heavy" reinforcement
I'm curious as to how that would work. would it be a single armor component, or what?
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that and why would I want two componants that have 30resist each that I would have to repair seperately when I could have one with 60 that would need repair less often??)....
Ahh, but in this case, it is: "should I use the 30kT armor that gives me 200 hitpoints, or the thirty 1kT armor segments that give me 300 hitpoints, but take four turns to repair?"
[This message has been edited by suicide_junkie (edited 22 April 2001).]