|
|
|
 |

July 29th, 2003, 09:58 PM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
To tone down Weapon Platforms, what are my options? Which is the best?
1) Increase size and expense to decrease the number of WPs
2) Create a whole weapon series unique to WPs to limit them, but also use weapons like shield depleters, engine killers, repulsors
3)Remove them entirely, shift defense to mines, fighters, sats
I suppose I should make sure sats don't become overly powerful, too. Am I worrying about this too much?
|

July 29th, 2003, 10:09 PM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
Another option: Make anti-planet weapons (napalm, etc.) reload time of 30. That way they get a big hit in, but can't stick around and keep pounding.
What do you think?
|

July 29th, 2003, 10:12 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
Quote:
Originally posted by Phoenix-D:
Right, but they still won't fire except at range 20. Hmm. The "damage at range 21" thing..does that work if the -actual- range is shorter than 20? Like, say..
100 100 100 50 25 12 6 3 2 1 0 0 0 0 0 0 0 0 0 0 1
|
No idea. You could go test it and report back the results.
What I think happens is that the weapon can fire at any range that it has a non-zero value. If you give it 0 0 10 10 0 0 it will not be able to fire at range 1 or 2, but can fire at ranges 3 and 4.
[ July 29, 2003, 21:13: Message edited by: Imperator Fyron ]
|

July 29th, 2003, 10:59 PM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
Question: Weapons that affect only components (shields only,weapons only, etc.). Do they still damage units? I know they don't damage the components in a unit per se, but does the unit take damage overall? Do these weapons then damage facilities?
|

July 30th, 2003, 12:11 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
Quote:
Originally posted by KnidVermicious:
Question: If sattelite's had fast, long range missiles would that counteract the disadvantages of putting them on a planet (ie they will probably end up on the wrong side)
What is the max speed you can put on a missile?
Loser, I think you forgot the answer to "Can a ship ram a planet?" in your post.
|
I think satellite mounts with longer range and to-hit bonuses is a better solutuion.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

July 30th, 2003, 12:14 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
Quote:
Originally posted by KnidVermicious:
Ok, thanks for the tips.
Any suggestions on how to create a balance between weapon platforms and normal weapons not being able to target them? I want them to still be able to defend the planet, but make be only one tool. I want layered defense of fighters, sats, mines, and weapon platforms. I see the attackers using dedicated anti-planet ships, fighter bombers, and assault troop landers.
I'd consider removing WP's entirely or making them only PD, but then the dedicated anti-planet ships can waltz in untouched (except for mines, defending fighters and sats, I guess). Would making all planetary assault weapons seekers work? This would add a new level to the Seeker/PD race, I suppose.
|
Proportions mod have very tough planet defences. Go and try to take over Proportion' Homeworlds 
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

July 31st, 2003, 03:48 PM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
I finished some test components for the Psychology mod and tried them in a game. All of my techs showed up. Some of my ship comps showed, some didn't. My fighter comp showed.None of my troop comps showed. None of my facilities showed.
What did I do wrong?
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|