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  #1  
Old January 20th, 2005, 01:43 PM
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Default Re: Carrier Battles Mod

But the combat map is only 50 squares wide, and in practice there is no reloading except between combats. The scale has to be kept down to match that.

Anti-ship fighter missiles will probably be the only single-shot fighter weapon, with guns firing rapidly and anti-fighter missiles going every few turns to allow the previous shot to hit and new targets to be chosen.
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Old January 20th, 2005, 02:25 PM
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Default Re: Carrier Battles Mod

More varied missiles? Have you considered turning missiles into drones? I've been working on a mod I call the "RC Mod" (RC is for Radio Control, as in RC cars, RC airplanes, etc.) in which all the missiles are removed and a ton of new, smaller drone hulls and warheads take their place... just never got around to filling in all the rest of the wonky damage type warheads and removing the seeker launchers
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Old January 20th, 2005, 03:32 PM
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Default Re: Carrier Battles Mod

A total drones thing wouldn't work too well for this mod, unfortunately.
A key reason to switch to missiles is their natural tendency towards overkill with no re-targetting.

A swarm of drones would keep killing and killing, while with missiles the first two or three in the volley will kill, and the rest will fizzle with no target to hit.
Its that built-in diminishing returns on the volume of ordnance fired that I'm going for.

Now, that's not to say some super-missile drones wouldn't be handy... I'll have to see how it fits later.
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