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October 26th, 2003, 04:11 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Abilities for objects in SE5!
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Either a weapon that drains supplies, or damages shields only and drains supplies
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You should be able to mod the damage type in ways like this. If necessary in a mod, you should be able to make a weapon that skips shields with low phasing level, does 123% damage to higher phased shields, something similar with armor, drains supplies and destroys talismans.
[quote]Reflective shields - Component Ability - shields that have a % chance to reflect any energy attack for no damage. Maybe a small chance to reflect the attack back on the shooter.[quote]
Not all lost shots should be harmless, there should be a chance of hitting an unintended target friendly or enemy.
Warp time
Maybe a distance in sectors instead or in addition to a fixed time.
Another problem would be how do you access a ship that is in within a wormhole/hyperspace. Can you change course or give orders
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October 27th, 2003, 07:01 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Abilities for objects in SE5!
Quote:
Originally posted by Andres:
... you should be able to make a weapon that skips shields with low phasing level, does 123% damage to higher phased shields, something similar with armor, drains supplies and destroys talismans.
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Great point. I'll just rephrase it here:
Multiple Weapon Damage Types - Component Attribute - weapons should be able to have multiple damage types, such as Skips Shields AND Double Damage to Armor.
Variable Damage to Shields - Weapon Damage Type - Rather than using "Quad Damage to Shields" just assign a percent value here that the damage will by multiplied by. Should be an entry for all shield types (ie, Phased, non-phased, all shields, etc)
Variable Damage to Armor - as above, but with armor.
Variable Damage to Internals - as above, but with internals (ie, non-armor) components
and in the same vein:
Randomized Damage - Weapon Damage Type - rather that have damage be a set amount, give it a range. Whatever value is assigned here sets the range. For example, if you had a weapon that did 50 pts damage, and it had a Random Damage value of 10, actual damage would be between 40 and 60 (ie, 50 +/- 10)
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October 27th, 2003, 10:54 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Abilities for objects in SE5!
Critical hit - % chance to multiply damage by a %. could make sniper weapons that are useless unless you get a critical hit.
Quote:
Tracking sensors - Component Ability - a ship's Offense (chance to hit) goes up by x% per combat round.
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and something that lowers it. could attach secod ability to engines.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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October 28th, 2003, 07:24 AM
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Lieutenant General
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Join Date: Nov 2002
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Re: Abilities for objects in SE5!
Stellar manipulation components that can change any type of system into any other type of system. So we can turn comet, stellar core fragment, organic infestations, etc into normal systems and back and forth in any desired combination. Also, we need some sort of component to create planets when there are no asteroid fields, so that we can fully reverse the process when a system is destroyed and turned into a system type that doesn't have planets or asteroids.
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October 28th, 2003, 07:25 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Abilities for objects in SE5!
would have to be very expensive or people would be making planets left and right.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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October 28th, 2003, 04:35 PM
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Corporal
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Join Date: May 2002
Location: Toronto, Ontario
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Re: Abilities for objects in SE5!
I'd like to see components that consumed cargo every time they were used. For example:
Shipborne construction yards which turn a type of Cargo (call them 'Crated' Fighters) into workable fighters. So you build crated fighters en-masse at your homeworlds, then ship them out to the front for assembly (obviously crated fighters take less cargo space per unit).
Engines that consume 'Fuel' cargo. Weapons (i.e. missiles) that consume 'Ammo' cargo. Resupplying a ship can be done at a resupply base, or by having it link up with a 'fuel tender'/'ammo collier', and transferring the cargo.
Can this be done already? I think it can't, but I'm still impressed with what people mod.
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October 28th, 2003, 06:28 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Abilities for objects in SE5!
ther's a person named Batman on the forum?
must...resist...temptation...to...make...bad...jok es...
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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