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March 14th, 2001, 08:44 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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New Idea for PD
Ok Point-defense cannon sounds like a kinetic-kill weapon. So, how about splitting PD into a short range, high damage, kinetic weapon; and a long range, lower damage, energy(beam) weapon.
Ie.
PD Cannons: 50% more damage than now, but limited to range 2, with maybe 3 range at max tech
PD Lasers: half-damage, but extending to range 8.
So, Cannons will defend the ship they're on, while the lasers defend the whole fleet, but less efficiently.
You now have more variety in defensive devices, and have to decide which will be better in each situation.
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March 14th, 2001, 11:14 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
Thanks: 5
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Re: New Idea for PD
I have by now in my mod (that is FAR from finished) included 3 types of defensive weapons. Point-defense cannons, Point-Defense beams and Defense rockets, which are researched in exactly that order. They are working like charm by will need some heavy tweaking to improve balance.
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March 14th, 2001, 11:20 PM
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First Lieutenant
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Join Date: Oct 2000
Location: San Diego, CA, USA
Posts: 731
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Re: New Idea for PD
I at one point created a component called PD flechettes. It was a one-use-per-combat component with a strength of 100 and a range of 1.
It was supposed to repersent a cheap one-shot final protective measure, consisting of carbon-fiber flechettes fired from an explosive strip or pad. This was for my first shot at modding SE4; I was playing with a Polymer Tech Racial Trait.
(ph34r the pLastic possum people!)
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March 15th, 2001, 12:43 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: New Idea for PD
Daynarr - how did you resolve the issue with defense rockets (i.e. seekers) not going after other seekers? I tried to Mod this back in December (by using the PD ability on a small Version of the capital ships missile)and it would not work. Perhaps MM has improved the code since then?
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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March 15th, 2001, 01:34 AM
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Second Lieutenant
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Join Date: Nov 2000
Location: West Coast - USA
Posts: 417
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Re: New Idea for PD
PDC used to do more damage in the early Versions, about 20 pts more per level- but it was too much damage and fighters and seekers were constantly wiped out and never made it to target. IMO - They are pretty balanced now. Adding more types of PD would be nice touch but I dont think they are necessary for the game. When making more point defense weapons I would suggest keeping a reign on the amount of damage they do. Keep them around the same level as the current PDC - but maybe increase ranges and such for the different weapon types.
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AJC
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March 15th, 2001, 02:48 AM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: New Idea for PD
quote: Originally posted by Tampa_Gamer:
Daynarr - how did you resolve the issue with defense rockets (i.e. seekers) not going after other seekers? I tried to Mod this back in December (by using the PD ability on a small Version of the capital ships missile)and it would not work. Perhaps MM has improved the code since then?
I didn't resolve it. I just make them fire like torpedoes, fire every 2 rounds and do more damage and have longer range (up to 8 spaces). I was doing this before 1.19 Version (I think it was 1.11) and haven't touched it ever since.
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