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  #1  
Old January 29th, 2001, 09:14 PM

apache apache is offline
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Default Re: Ship size vs. weapons

Here is what I think we should do to make ship classes more useful. Based on the theories that the larger the weapon, the less useful it is on a smaller ship, I think we should have to-hit penalties based on ship sizes. These would be assigned to the different mount sizes. For example, large mount weapons would have no to-hit modifier for hulls 300KT or greater, but once you start shooting at the smaller vessels, you get a 50% negative to-hit modifier. Huge mounts would get a -50% modifier on ships less than 600KT. Massive mounts would get a -50% modifier on ships less than 1000KT. This way, you must use appropriately sized weapons to attack different ship classes. Of course the AI would need a major overhaul with this, so it definitely would not be easily done.
Now, something that would be possible with this modification is to extend range bonuses to the larger mounts, but still have the best bonuses on the bases. This way, a Dreadnought with huge PPBs would outrange an escort with normal PPBs, but it would have a very hard time hitting that ship with its big guns.
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Old January 29th, 2001, 11:18 PM
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Default Re: Ship size vs. weapons

pardon my humbuggieness, but: Bah.

perhaps huge mount projectile weapons would be harder to aim at fast moving small targets. energy or beam weapons would be about the same wither its large or small. you dont have to move the whole weapon mechanism to aim it, you just have to rotate a magnetic field or mirror or something. theoretically a higher power beam does not even need to have a wider focus, it could just be more concentrated.
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Old January 30th, 2001, 12:18 AM

Elwood Bluze Elwood Bluze is offline
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Default Re: Ship size vs. weapons

Well, I think that the big guns can't keep up with juking and jiving little escorts, frigate or DD's. That's what secondary weapons are for. Who's gonna post a mod on this?

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Old January 30th, 2001, 02:23 AM

jowe01 jowe01 is offline
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Default Re: Ship size vs. weapons

Adding negative "to hit" modifiers to the larger mounts already pretty much does the job, especially if you also reduce the ability to compensate for them through combat sensors. CapShips will still carry large mounts because they are still extremely efficient against other large targets (other CapShips, bases and planmets) which have negative defense modifiers. If CapShips nevertheless carry normal mounts, these can be considered "secondary weapons".
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Old January 30th, 2001, 03:15 PM

Nitram Draw Nitram Draw is offline
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Default Re: Ship size vs. weapons

Another thought along these lines would be to make the large mount guns fire slower. Maybe 2 turns for large, 3 turns for massive etc. This would give an incentive to build secondary guns.
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Old January 30th, 2001, 06:31 PM
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Default Re: Ship size vs. weapons

quote:
Originally posted by Nitram Draw:
Another thought along these lines would be to make the large mount guns fire slower. Maybe 2 turns for large, 3 turns for massive etc. This would give an incentive to build secondary guns.


that would make alot more sense. you would have to up the damage numbers when you do that, but you would still want a smaller weapon since the larger one would waste its shot on a small ship when there might be bigger targets about. I do not think there is a way to make the use of such combinations work effectively in strategic combat without actually making extensive changes to the games code, but it would be a good mod for all the TAC players out there.

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Old January 30th, 2001, 06:41 PM

Sinapus Sinapus is offline
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Default Re: Ship size vs. weapons

quote:
Originally posted by Nitram Draw:
Another thought along these lines would be to make the large mount guns fire slower. Maybe 2 turns for large, 3 turns for massive etc. This would give an incentive to build secondary guns.


I made a similar request. One for a flag to alter reload times for weapon mounts. Basically, I wanted to make either rapid-fire or increase the reload times for some overloaded mounts...

...hey, you could always get some role-playing aspects and get stuck with a "lowest-bidder" mount.



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