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June 16th, 2003, 09:18 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Any good weapon/tech mods?
P-D:
Yeah, there is also the Fantasy Mod by Spoon. None of these mods are finished yet though.
Quote:
I would add that Graviton Hellbores should be better (Props follows [Fyron's?] idea, used in several mods, of giving it all-shield-skipping ability).
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That may not have been me... SJ and I were discussing how to make them better one day, and we came up with making them armor-skipping because gravity ignores physical barriers easily. Forcefields (shields) are more likely to be able to block them.
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June 16th, 2003, 10:44 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Any good weapon/tech mods?
Ah that's right - I think it was Baron Munchausen who gave me the idea for Shield-skipping Grav Hellbores (he said it was in his personal mod), and since then I've seen it in some others.
Yeah, armor-skipping would seem to make sense from a speculative science perspective too, or shield-and-armor-skipping (although that wouldn't be unique, since there are other weapons that do that). I like having them all-shield-skipping from a balance/choice perspective, since no unmodded weapon does that, and I was trying to keep things consistent with the base game, or in this case, other mods, and I think some other mods do the same thing, which is why I mentioned it here.
Ideally I'd add or mod a bunch of weapons to use all the new damage types (1/4 damage to shields, etc.) - what mods have used those yet?
PvK
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June 16th, 2003, 11:33 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Any good weapon/tech mods?
Adamant is going to use them all in abundance. In it so far, the Projectile Weapons use 1/2 and 1/4 damage to shields, as high velocity projectiles rip through armor (all energy is focused in a small area, and so it can pierce armor better than energy weapons can), but are not as effective against shields. Energy weapons will have x2 and x4 to shields, as the energy gets dispersed against the hull and such. That is just the basic plan, having decided on the particulars yet. I am trying to keep things inconsistent with the base game as much as possible.
P&N has used several of them. APBs do 1/2 to shields (or is it 1/4?) and have increased damage, for example. I think SJ made Acid Globules do x1/4 to shields, as acid can eat away matter, but is not as effective against shielding. If he didn't, then I suggested it to him and he never got around to it (I know it is in Adamant ). It has been such a long time...
[ June 16, 2003, 22:34: Message edited by: Imperator Fyron ]
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June 16th, 2003, 11:41 PM
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Second Lieutenant
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Join Date: Jul 2002
Location: Belgium
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Re: Any good weapon/tech mods?
Fyron, why are you posting here while you can work on the Adamant mod to incorporate these ideas?
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June 16th, 2003, 11:43 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Any good weapon/tech mods?
Yeah, at least for the latest humans-only Version of P&N, antimatter and acid do horrific damage to physical materials, with the 1/4 damage to shields ability.
It also distinguishes between offensive and defensive weapons with the supply usage...
Torpedo tubes and missile launchers, for example cost almost nothing to build, but they suck supplies like its the end of the world.
Lasers and other energy weapons use up basicall no supplies, but cost heavy radioactives for power.
Thus, you can keep a huge pile of missile boats defending your territory (being very close to supply stashes, which they'll need basically after every battle), while in order to attack effectively, you'll need to spend big bucks to maintain all those energy weapons so you can fight more than one battle before you go home
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