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March 18th, 2005, 04:09 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
On the fighter, perhaps. They are also usable on ships and bases, which need to account for the shots spread over multiple combats.
The EM-CSMs can be fired a second time in combat if you have enough supply points and survival time.
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The fighter drives alternate bigger/faster, then smaller/tougher
They are grouped by speed. The level 2 is faster than level1, while the level 3 is the same speed as 2 but smaller.
Thus #3 obsoletes #2, but not #1, since #1 is still smaller than #3
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March 18th, 2005, 04:43 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Wouldn't it be far, far less confusing to just have two separate lines of engines for that? Complete with different names...
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March 18th, 2005, 05:33 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Its a progression...
level 1 = speed 2
level 2,3 = speed 3
level 4,5 = speed 4
etc.
Where the advanced version at each speed is miniaturized yet still bigger than the slower drives.
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March 18th, 2005, 06:43 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Right, it is a progression... it would still be a progression with two separate lines of components. You have your big, cutting edge engines for blazing speed and your smaller, more efficient engines. Is something wrong with giving them separate names and families to make the distinction more clear? The same goal would be achieved, minus any possible confusion.
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March 18th, 2005, 06:49 PM
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Lieutenant General
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Re: Carrier Battles Mod
i dont see any confustion, nor do i see how you could seperate it into two trees.
speed and size are both variable, so you would need a seperate branch for each speed. which is what there is, for fighter engines.
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March 18th, 2005, 06:53 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Look back in the thread... There is most certainly confusion.
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March 18th, 2005, 07:08 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
There aren't two branches to work with here...
It is simply a semi-QNP system for the fighters.
You can get 2 speed with 3kt of engine, or 6 speed with 9kt of engine, or various middle options.
Only the best engine of each speed is shown. Pick your fighter speed from the list of options, and pay the tonnage cost.
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March 23rd, 2005, 07:32 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Some expanded fighter tech, to level 5.
Added:
- Stealth Fighter: Huge defense bonus, small attack bonus.
- ER Heavy Fighter: Strategic movement AND big!
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April 4th, 2005, 11:50 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
A truly massive battle, which turned the tide in Carrier Battles #4 (v1.1):
Over 500 fighters, and 100 ships at a devastating warppoint assault.
http://imagemodserver.mine.nu/other/...uperbattle.png
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April 26th, 2005, 06:21 AM
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Major General
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Re: Carrier Battles Mod
Only problem is, SSFs can't use anti-ship weaponry. Only Bombers can. I know I'm limiting players in their design choices, but it's what I want. I simply like it that way. It makes sense to me. This way, fighters are still useful in the late game (as Bomber weapons are simply too powerful to be true - did I point that out yet?) yet are still quite easy to counter. If an enemy kills off your fleets all the time because they've got a fighter base sitting on a WP launching flocks of Bombers every time, you can simply mass-produce entire clouds of dirt-cheap Interceptors and load them on Carriers. They'll be able to eliminate the Bombers quite effectively, and this'll leave the way open for your warships (or Bombers!) to destroy the enemy space station.
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