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August 21st, 2001, 11:43 PM
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Corporal
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Join Date: Jan 2001
Location: Riverside,Ca,USA
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Re: Plasma vs cap ship missle
Perhaps Modding in a Multiple Missile Launcher Component to represent a large volley of smaller missiles that are hard to shoot down. (Increasing the damage resistance significantly)
I could see this being true for Plasma Missiles too. Very dispersed and hard to kill/stop.
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"I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts." -- Captain John Sheridan, Babylon 5
__________________
I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts. -- Captain John Sheridan, Babylon 5
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August 22nd, 2001, 02:03 AM
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National Security Advisor
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Re: Plasma vs cap ship missle
quote: There has to be some sort way to enhance the ecm of seekers, and/or the seeker damage resistance.
You mean like this?
Weapon Seeker Dmg Res :=30
Straight out of components.txt. Does it work, I wonder? I'll test it.
EDIT: It works.
Phoenix-D
[This message has been edited by Phoenix-D (edited 22 August 2001).]
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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August 22nd, 2001, 02:54 AM
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General
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Re: Plasma vs cap ship missle
That's amusing, Phoenix-D.  Yes, you can set it higher, but then you can just set the PDC damage higher, too. I meant some way within the game to scale damage. Like a MOUNT setting that lets you make seekers stronger. Currently, mounts do not affect seekers. I suppose we could make a very involved tech-tree for missiles with "armored" missiles available for a combined tech requirement of missile tech with armor tech. And maybe make faster missiles available as higher levels of propulsion are researched. But if you multiply the levels of propulsion by the levels of armor you'll end up with a HUGE grid of missile types. That's a lot of bloat in the components.txt file. There must be a better way.
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August 22nd, 2001, 03:20 AM
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National Security Advisor
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Re: Plasma vs cap ship missle
quote: Originally posted by Baron Munchausen:
That's amusing, Phoenix-D. Yes, you can set it higher, but then you can just set the PDC damage higher, too.
If the idea is to fix a problem, WHY would you do that?!
quote: There must be a better way.
Or if you think it's imbalanced..
..just fix it. Boost the missile damage resitance, leave the PD alone. PD isn't affected by mounts either, I think.
Want a mount for missiles? How about one that kicks the range up?
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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August 22nd, 2001, 10:40 PM
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Captain
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Re: Plasma vs cap ship missle
Been fooling around with Star Trek: Starfleet Battles lately. I like how they handle missiles. (Yellow Alert: STSB has a strategic component but mainly is real-time tactical. So it is a bit opposite to SEIV. But I still think this may be helpful.) Anyway, in STSB, missiles do a lot of damage if they hit, just like SEIV (but maybe even more so). There are fast, medium, and slow missiles. The slow ones are free, but ships at full speed can outrun them. And there are small and big ones. You can carry twice as many small ones, but of course they don't do nearly the damage of the large ones (half?). Your launchers can only launch a certain number of missiles at each load, regardless of type. Missiles reload FASTER than most other weapons, even faster than PDC. (HUGE difference from SEIV.) Ships will automatically use tractor beams to hold missiles off if they are charged. Ships will also automatically use phasers as backup PD if they are charged. (You can probably turn that auto-defense off, but I don't know how yet. Anyway, I like it.) Missiles run out of fuel and disappear after a certain amount of time. Like SEIV, they never simply miss.
In practice, a well-rounded ship will be able to beat off the first attack from a same-size missile-dependent ship, and do some damage as well. But she'd better get away fast, otherwise the next wave of missiles will hit before her PDC and phasers recharge. Turning on tractor beams will stop some but not all of the next wave, and will slow down phaser recharging. Also, that's risky, because then if you lose the tractor beams before the missiles die ... BOOM! It's loads of fun to knock down the shields and beam marines on to such a ship, with orders to destroy the tractor beam! ("Beam us back, and I mean NOW!") Of course, it's also fun to hold off missiles with your tractors and then bLast a missile ship at point-blank range with full overloaded phasers that the enemy thought you'd need for backup PD. ("Taste my vengeance, you fool!")
Does anyone else like the sound of this?
What could be done to implement this in SEIV (as much as currently possible)?
Has anyone already made a mod like this?
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Give me a scenario editor, or give me death! Pretty please???
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August 23rd, 2001, 12:12 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Plasma vs cap ship missle
quote: Want a mount for missiles? How about one that kicks the range up?
If you do that, you can launch the missiles from farther away, but the missiles still run out of fuel and vanish at the same distance.
EG. a +10 range mount on a CSM 1 will let you launch from range 18.
The missile will still travel 8 squares, then die.
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August 23rd, 2001, 02:57 AM
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Major General
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Re: Plasma vs cap ship missle
Aaron could always add Mechwarrior-style weapon temperature rules...
Hrm. A pity that missiles aren't implemented as very cheap non-retargettable units, and missile launchers as bays. That'd allow for fast, large salvos as well as customizable missiles, but gives you the reasonable drawback of having a finite supply.
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-- The thing that goes bump in the night
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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