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October 15th, 2003, 09:49 PM
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Corporal
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Attention SEIV Modders and Know it All\'s- Request
Regarding: Shotgun Component (a counter to Point Defense)
I originally posted this in the PvK Balace Mod thread, and seeing as I got the Cheese approval, I will try for more attention...
I had an idea that might bring some more balance to the game, or at the very least, open up new strategies.
Before I get to the meat of it though, what strikes me most about SEIV is that there isn't just ONE set strategy for weapons and ships and what not. You have options. You have counter measures upon counter measures upon counter measures. That's fun becuase you have to keep being flexible. Every game can be slightly different.
Well, one thing I have noticed, and one thing I have seen repeated is the short half-life of fighters in the game. Yeah, you can make them still work in late game, but really, you're just building fleets to get chewed up by those pesky Point Defense weapons.
So i ask you, what is the counter measure to overcome point defense?
Beam weapons.
But the answer is the problem. Beam weapons are your only real long term solution. So much so, people tend to neglect the Torpedo and Seeker techs. It's a dead end, right? So everyone is running around with beam weapons, not much variety there.
So here is what i was thinking, a new component.
Call it the "Shotgun whatever".
The idea behind this component would be that it shoots out a bunch of cheap seekers to overwhelm the enemies Point Defense, thereby allowing your fighters and more powerful torpedos to get through.
Now, in order to simulate the "overwhelming shotgun" effect of these, the size of the component should be small- maybe 1 - 5 Kt. So you could put dozens on a ship. Now the damage caused by these seekers would be negligible because they are little more than 'dumb rocks'. So maybe 1-3 points of damage, if any at all.
What this does is provide an enffective means to COUNTER point defense. (One need look at the Missle Defense argument to see what I am getting at).
Does anyone think the AI coulb be modified to implement something like this?
Cheers.
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October 15th, 2003, 09:51 PM
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Shrapnel Fanatic
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Re: Attention SEIV Modders and Know it All\'s- Request
my approval means something!
uh, you do realize that the only mod i've finished so far is a short one dealing with QNP?
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October 15th, 2003, 09:52 PM
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Corporal
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Re: Attention SEIV Modders and Know it All\'s- Request
One should never undersell their own achievements! 
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October 15th, 2003, 09:56 PM
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Re: Attention SEIV Modders and Know it All\'s- Request
well, i have scared Atrocities at least twice.
but, anyway, if i keep this up you'll never get a serious answer.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
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October 15th, 2003, 10:40 PM
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Re: Attention SEIV Modders and Know it All\'s- Request
Here is an old idea I had in a previous mod (the D-Mod)
Name := Decoy Missile I
Description := Missile fired to 'soak up' point-defense so the real missiles get through. Causes minimal damage itself.
Pic Num := 156
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 75
Cost Organics := 0
Cost Radioactives := 75
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 7034
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Military Science
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 2 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 87
Weapon Seeker Speed := 12
Weapon Seeker Dmg Res := 25
This went up for several levels each adding more range and Seeker Dmg Res, they keys were the range , dmg res and seeker speed, they would fire and fly ahead of the missiles, soaking up the PD as they came. Rate of Fire was great too.
Other keys to making missiles/fighters Last longer in the game are modding the fighters to have base damage points (ie the fighter itself before armour or shields) and increase the rate of fire of missiles (to 2 or 1). (or like my Mount Mod, add a number of miniturization mounts so more and more missiles could be mounted on a ship, that way missiles would eventually overwhelm the opponent).
[ October 15, 2003, 21:43: Message edited by: Deathstalker ]
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October 15th, 2003, 11:01 PM
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Major General
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Re: Attention SEIV Modders and Know it All\'s- Request
A few possiblities:
1) Phasing missiles, that warp the Last few squares, thus skipping short-ranged point defense systems.
2) Armored missiles, like in MOO2, that can absorb high damage (PD weapons would have to become weaker for this to be realistic).
3) Energy/plasma torpedoes, that simply absorb PD fire without being affected at all. Or that get hotter and deadlier when exposed to PD fire
4) MIRV missiles - similar to the shotguns, the point is to overwhelm.
5) Cloaked missiles, that cannot be fired upon, or add +80% evade.
6) Laser-heads (like in Honor Harrington) that detonate far from the target (out of PD range), and use the detonation energy to pump a laser that strikes the target.
Of course, I don't know which of these can be added with the existing game engine, and having never played the extant mods, maybe some are already included.
-Cherry
7) PD's using supplies.
[ October 15, 2003, 22:02: Message edited by: Saber Cherry ]
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October 15th, 2003, 11:04 PM
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Shrapnel Fanatic
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Re: Attention SEIV Modders and Know it All\'s- Request
which brings it to a grand total of two woman i've seen post on here.
s'funny. women are supposed to like to talk.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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October 15th, 2003, 11:08 PM
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Major General
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Re: Attention SEIV Modders and Know it All\'s- Request
Some girls look at the night sky and say, "Twinkle twinkle, little star; how I wonder what you are."
I say, "I wonder who lives in that star system, and how I could exploit them."
It's all a matter of perspective. 
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October 15th, 2003, 11:19 PM
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Captain
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Re: Attention SEIV Modders and Know it All\'s- Request
Of course the simple solution is to reduce the accuracy of the PD weapons. The 70% bonus always did seem a tad high to me. Reduce it to 40% and watch the fur fly!
[ October 15, 2003, 22:22: Message edited by: Grandpa Kim ]
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October 15th, 2003, 11:32 PM
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First Lieutenant
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Re: Attention SEIV Modders and Know it All\'s- Request
Quote:
1) Phasing missiles, that warp the Last few squares, thus skipping short-ranged point defense systems.
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Can't do with the current system. Would be great for SEV.
Quote:
2) Armored missiles, like in MOO2, that can absorb high damage (PD weapons would have to become weaker for this to be realistic).
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You could do something with this by increasing missile damage resistance.
Quote:
3) Energy/plasma torpedoes, that simply absorb PD fire without being affected at all. Or that get hotter and deadlier when exposed to PD fire
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Don't think that one can be done under current engine either. SEV where are you!
Quote:
4) MIRV missiles - similar to the shotguns, the point is to overwhelm.
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Could only be done with the same technique as the shotguns. Lots of small sized ones. No way of having a single component firing lots at once or having the warhead split... *sigh*
Quote:
5) Cloaked missiles, that cannot be fired upon, or add +80% evade.
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Cannot be fired upon would be pretty strong maybe overly so. ECM missiles is good idea though, but sadly no way to do it that I am aware of.
Quote:
6) Laser-heads (like in Honor Harrington) that detonate far from the target (out of PD range), and use the detonation energy to pump a laser that strikes the target.
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Nope... can't be done.
Quote:
Of course, I don't know which of these can be added with the existing game engine, and having never played the extant mods, maybe some are already included.
-Cherry
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Well... now you know. 
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