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  #1  
Old January 24th, 2005, 02:38 AM
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Default Re: Carrier Battles Mod

Quote:
Kana said:
Quote:
geoschmo said:
I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.
Are you sure...? Most of the material I've read on the abilities and such says it is possible...it would suck if it isn't...cause then I would defintely wait until SEV comes out before finishing the mod...hopefully with user definable damage...

Kana
Which materials are those? They need to be corrected, because they are wrong. Geoschmo is quite correct.

SE5 will have user definable damage.
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  #2  
Old January 24th, 2005, 04:29 AM
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Kana Kana is offline
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Default Re: Carrier Battles Mod

Quote:
Imperator Fyron said:
Quote:
Kana said:
Quote:
geoschmo said:
I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.
Are you sure...? Most of the material I've read on the abilities and such says it is possible...it would suck if it isn't...cause then I would defintely wait until SEV comes out before finishing the mod...hopefully with user definable damage...

Kana
Which materials are those? They need to be corrected, because they are wrong. Geoschmo is quite correct.

SE5 will have user definable damage.
If I remeber correctly it was the FAQ/instructions for the SE4 Modder by DavidG. I don't remeber seeing it in the Modding Manual, and if you say it isn't in there, then it probably isn't...well that sucks...I'm defintely going to have to wait till SEV comes out then...Bah!!!!

Kana
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  #3  
Old January 24th, 2005, 11:45 AM

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Default Re: Carrier Battles Mod

I would like to play this mod...someday.
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  #4  
Old January 24th, 2005, 04:12 PM
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Default Re: Carrier Battles Mod

An update:

Added the cannon mounts. From 20mm to 100mm in 5 steps. -10% accuracy per level, variable increases in damage power up to +70% for the biggie. The biggest two get a range increase as a bonus.
Weapon size scales as radius squared, so you get the whole gamut from 2kt guns to 50kt guns.

Been working on some scale issues between C&C, engines and cargo requirements.
More work still to be done, especially on balancing damage vs shields/armor on the 4-way fighters/ships interaction.
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  #5  
Old January 24th, 2005, 04:43 PM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
-10% accuracy per level
Just for that, I would never use the larger mounts unless I had a ridiculously high combat bonuses advantage over all my enemies. With the way combat bonuses work in SEIV, that is much too large a penalty for the larger mounts to be viable unless they give a damage bonus of around +200% to +300% at a minimum for the largest. Yes, that's triple to quadruple damage/space, and even then the largest might not be useful.
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  #6  
Old January 24th, 2005, 04:53 PM
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Default Re: Carrier Battles Mod

Keep in mind that the ranges are only 2-4 for these capital ship weapons. The zero-point will be in the middle, too.

So the 20 and 40 mm guns should have some chance of hitting fighters, and the 100mm gun should have about 40% to-hit even at the doubled max range.
Also, the additional punch of the big guns will be more effective than it looks, since the captial ships will be using leaky shields. The smaller guns will end up doing no damage to most capital ships, and much of the medium guns' damage will be negated.
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  #7  
Old January 24th, 2005, 04:59 PM

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Default Re: Carrier Battles Mod

Suicide:

The more you describe your idea, the better it sounds. Can't wait to check it out.
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  #8  
Old January 24th, 2005, 10:10 PM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
...
Added the cannon mounts. From 20mm to 100mm in 5 steps. -10% accuracy per level, variable increases in damage power up to +70% for the biggie. The biggest two get a range increase as a bonus.
Weapon size scales as radius squared, so you get the whole gamut from 2kt guns to 50kt guns.
...
Hmm. Doesn't this mean that 2kT guns have much more firepower AND accuracy than the same tonnage of larger guns? Or is the 70% firepower advantage calculated per kT, so the 50kT gun actually does 50/2 x 1.7 = 42.5 times the damage of a 2kT gun?

PvK
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  #9  
Old January 24th, 2005, 10:14 PM
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Default Re: Carrier Battles Mod

+70% in damage/kt/turn
Plus the fact that they're huge makes them do tons of damage

so the 2kt gun might do 2 damage, while the 50kt gun does 85 ish.
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  #10  
Old January 24th, 2005, 10:16 PM
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Default Re: Carrier Battles Mod

Don't quote me on this, but isn't that true in reality? Take a .22 caliber rifle and scale it up to a 16 inch bore and (ignoring physics) it'll outperform a 16 inch battleship gun.
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