Re: Point Defence and Maximum Weapons Range orders
@Phoenix-D
I take your point about PD opening up just before they can do normal damage but that can be managed somewhat by say phasing in the damage a little earlier:
Name := Point - Defense Cannons II
Description := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers.
Pic Num := 66
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2005
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Point-Defense Weapons
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Point-Defense
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng := 35 35 35 35 25 15 15 15 1 1 1 1 1 1 1 1 1 1 1 1 1
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 21
Weapon Modifier := 70
Weapon Sound := pointdef.wav
Weapon Family := 6
On balance it should even itself out and the benefit of not having ships closing all the time is much greater. Currently ships fly towards the missiles and fighters rather than attempting to hold off.
[ November 19, 2002, 01:54: Message edited by: God Emperor ]
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