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  #251  
Old November 11th, 2005, 07:23 PM
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Default Re: Carrier Battles Mod

Carrier Battles #7 is looking for a replacement player.

Turn #11;
- Probably a Berzerker empire, and from the stats, it appears to be expanding well.

The player controlling this empire dissapeared from the net just over a week ago, but the empire is doing just fine.
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  #252  
Old November 11th, 2005, 07:45 PM
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Default Re: Carrier Battles Mod

Phantom players!
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  #253  
Old November 11th, 2005, 08:13 PM
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Default Re: Carrier Battles Mod

Phantom of the Empire!
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  #254  
Old November 11th, 2005, 11:39 PM
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Default Re: Carrier Battles Mod

The position has been filled. Thank you.

Also, an update to the CBmod School of Design.
Weapons 101 is now posted, with two classes available.

The 2pm class with Ekolis, and the 8:30am class with SJ
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  #255  
Old November 20th, 2005, 10:18 PM
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Default Re: Carrier Battles Mod

As suggested by Mac on IRC, and probably others too, I've gone and come up with a new type of missile system.
The general idea is that you get to choose what to put on your missiles.

A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)

Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.

I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).

Still testing, but quite nifty so far!
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  #256  
Old November 21st, 2005, 12:52 AM
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Default Re: Carrier Battles Mod

Sweet!
Presumably the bigger, fancier missiles don't actually obsolete the lighter, quicker missiles? That would be a pain...
/me mounts a nuclear missile on a fighter and launches it at the slightly exposed reactor of a battlemoon
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  #257  
Old November 21st, 2005, 01:25 AM
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Default Re: Carrier Battles Mod

Indeed.
It will be 9 separate families of missile, and research will be available to improve them all (not nessesarily all 9 at once, or just 1 at a time).
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  #258  
Old November 21st, 2005, 04:07 AM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)

Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.

I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).

Still testing, but quite nifty so far!
I had ideas very similar to this for my Star Fleet Battles mod and the different Drones/Missiles that SFB has...

Very Cool...can't wait...

Kana
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  #259  
Old November 21st, 2005, 04:15 AM
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Default Re: Carrier Battles Mod

So how many games have you guys run with this mod? Still tweaking it? Happy with it? What?

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  #260  
Old November 21st, 2005, 01:09 PM
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Default Re: Carrier Battles Mod

I have 6 running games in my PBW list, plus another being run by someone else that I know of.

There two more that are waiting for CBdeluxe before they start.
And at least three have finished already.

The basic idea of the mod is solid, but there are balance tweaks and new features still being playtested in v1.3 version games.
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