Re: MyMod
PD missiles don't travel forwards immediately. The time-to-target might make them useless. A longer range is probably a must (at least 2x the speed of the incoming missiles)
PD missiles also have the problem that they all fire on the same target:
-Launch PD missile!
-Target is still there: fire again!
- Again! Again!
- next turn: One missile hits the target, the others are wasted.
I think PD missiles must be limited to one (or few) per ship, and used as a support weapon. If the number of seekers in combat were kept low, in exchange for super-powerful warheads, then a few high-damage PD seekers would be useful for protection against missiles. PD missiles are useful against large fighter Groups or sattelite clusters, but only when the PD missiles are launched in small numbers, with the next wave waiting for the first wave to hit.
PD range of zero would never fire. All your damage numbers would have to be zero!
The animation is easy to change, and the sound effect is simply a .WAV file, specified in the weapon.
I reccommend using the imagemod combat pack. One of the fireballs could be used for a flare decoy, or the autocannon type sparkly specks could be used for a chaff decoy.
[ June 09, 2002, 16:42: Message edited by: Suicide Junkie ]
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