Thread: Babylon 5 Mod
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Old March 18th, 2004, 05:46 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by TNZ:
I was looking at the Earth Alliance’s Anti-Missile Missile and RF Anti-Missile Missile components and I had this idea:
http://www.shrapnelgames.com/cgi-bin...;f=23;t=011274

This way we can have the same number of weapon components, with a way less complicated ship designing window.
Has anyone experimented with short-ranged anti-seeker seekers? They seem to me to be a contradiction in terms, because they won't launch until the targeted seeker comes within range, and yet won't move until ater the targeted seeker moves again (i.e. until the targeted seeker has hit the ship, if the targeted seeker has a speed greater than the anti-seeker-seeker's max range).

I can see the desire to simplify the design screen, but won't AMM 5 replace RFAMM 4 in the design window when you have both available? That would mean having to turn of "show only latest" todesign a ship with RFAMM 4, which is superior to AMM 5.

In any case, as I say, I am dubious of the utility of anti-seeker-seekers (and no jokes about us pulling our heads out of our ASSes, either! ) Better to just drop the concept, IMO. That will simpify design considerably.

Note that I am also not convinced that the whole RF missile concept isn't too unbalancing. The EA seems to me to have way too many uberweapons.

[edit: typos]

[ March 18, 2004, 15:48: Message edited by: grumbler ]
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