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  #11  
Old June 14th, 2005, 11:54 AM
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Default Re: Fire Rate 0

I never was much of a fan of QR components, supply generation definetly but QR did seem somewhat silly.

Whilst poking around it did produce some.... interesting fighter combat. As the range of the trial missile was only one and there was no target limit one well positioned fighter stack could protect an entire fleet from missiles. But the enemy fighters where just as deadly.
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  #12  
Old June 14th, 2005, 12:00 PM
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Default Re: Fire Rate 0

The enemy AI is the reason I attmepted to make my example weapon big and expensive. Well that and to keep it from being super exploited.
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  #13  
Old June 14th, 2005, 12:01 PM
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Default Re: Fire Rate 0

As for a continous game, hmmm. Only one way to find out. BRB with the answer .
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  #14  
Old June 14th, 2005, 12:25 PM
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Default Re: Fire Rate 0

Yes, it does work in Simultaneous games. In fact the replay is still going since I used my example weapon up there and it only does 5 damage a hit .
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  #15  
Old June 14th, 2005, 01:09 PM
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Default Re: Fire Rate 0

I wonder what happens when you use that weapon against something with emissive armor . Does it ever stop?
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  #16  
Old June 14th, 2005, 01:18 PM
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Default Re: Fire Rate 0

If the ship has a QR then I would guess not. A possible bug
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  #17  
Old June 14th, 2005, 05:10 PM
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Default Re: Fire Rate 0

wow, this is really cool. im thinking of that Legend of the Galactic Heroes mod, and the defensive "death-star" type weapon on the space fortress.

many sci-fi genres include massive area-effect weapons that can destroy entire fleets. this would be a great way to model something like that, if they could be put on zero-movement ships.

the 0-move ship would act like a base, and would be the only thing capable of mounting the super weapon. limited supplies could dictate how often it could fire. you would not have to remove QR, if you just made it so that the weapon took up the entire hull.

this could be very cool.
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  #18  
Old June 14th, 2005, 05:39 PM
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Default Re: Fire Rate 0

Oooooo, somebody try testing a fire rate 0, range 21 capital ship missle. (insert maniacal laugh here)
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  #19  
Old June 14th, 2005, 05:55 PM

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Default Re: Fire Rate 0

Uh, Geo? Putting this on a seeker might be a bad idea..

See, it fires until the target dies or it runs out of supplies. And seekers don't move until the end of the round. Which means one of two things.

1. If the firing ship has limited supplies, the unlucky sap who gets targeted first will recieve as many seekers as the firing ship can fire.

2. If the firing ship has unlimited supplies, the firing ship will never stop firing. Range Check Error ahoy!
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  #20  
Old June 14th, 2005, 06:04 PM
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Default Re: Fire Rate 0

Hmm, this idea reminds me of the "streamer" weapons from MOO1... since ships were stacked in MOO1 like fighters are stacked in SE4, you could have weapons that "pierced" one ship in a stack and damaged the next... thus you could take out dozens of tiny ships with a sufficient graviton beam volley, whereas a volley of some other weapon would just destroy the top ship on the stack... Interestingly enough, I think the idea was brought back for MOO3, since ships in MOO3 are grouped into task forces, but it's really hard to tell because the game documentation is so abtruse
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