|
|
|
 |

November 11th, 2005, 11:39 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Carrier Battles Mod
The position has been filled. Thank you.
Also, an update to the CBmod School of Design.
Weapons 101 is now posted, with two classes available.
The 2pm class with Ekolis, and the 8:30am class with SJ 
__________________
Things you want:
|

November 20th, 2005, 10:18 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Carrier Battles Mod
As suggested by Mac on IRC, and probably others too, I've gone and come up with a new type of missile system.
The general idea is that you get to choose what to put on your missiles.
A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)
Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.
I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).
Still testing, but quite nifty so far!
__________________
Things you want:
|

November 21st, 2005, 12:52 AM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Carrier Battles Mod
Sweet! 
Presumably the bigger, fancier missiles don't actually obsolete the lighter, quicker missiles? That would be a pain... 
/me mounts a nuclear missile on a fighter and launches it at the slightly exposed reactor of a battlemoon 
__________________
The Ed draws near! What dost thou deaux?
|

November 21st, 2005, 01:25 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Carrier Battles Mod
Indeed.
It will be 9 separate families of missile, and research will be available to improve them all (not nessesarily all 9 at once, or just 1 at a time).
__________________
Things you want:
|

November 21st, 2005, 04:07 AM
|
 |
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)
Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.
I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).
Still testing, but quite nifty so far!
|
I had ideas very similar to this for my Star Fleet Battles mod and the different Drones/Missiles that SFB has...
Very Cool...can't wait...
Kana
|

November 21st, 2005, 04:15 AM
|
 |
Captain
|
|
Join Date: Nov 2003
Location: At work or sleeping
Posts: 821
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Carrier Battles Mod
So how many games have you guys run with this mod? Still tweaking it? Happy with it? What?
T
__________________
Aa Turam Empire
Geekdom is eternal... you will be assimilated... resistance is futile.
A+ Se GdY S++ Fr- C* Cs* Sf- Ai++ Au>M! M- Mp! S@ Ss+ R! Pw+ Fq++ Nd? Rp++ G++ Mm++ Bb-- L-- Tcp
'We, the weird, chasing the pointless, for no reason at all, have been finding out things that have no effect on anything important for at least a couple days and are now qualified to chase our tails to the merriment of all watching.'-Narf et al
"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
|

November 21st, 2005, 01:09 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Carrier Battles Mod
I have 6 running games in my PBW list, plus another being run by someone else that I know of.
There two more that are waiting for CBdeluxe before they start.
And at least three have finished already.
The basic idea of the mod is solid, but there are balance tweaks and new features still being playtested in v1.3 version games.
__________________
Things you want:
|

November 21st, 2005, 07:29 PM
|
 |
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Carrier Battles Mod
What are the chances that some of the games are going to be upgraded to deluxe?
Kana
|

November 21st, 2005, 07:53 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Carrier Battles Mod
CB#7 and #8 will be, since they are still early, and antimissile missiles will be great fun to use.
I'll have to look at CB#6, as I'm not sure how far along it is.
The new games wil be pure deluxe, and will be using the new missile system.
__________________
Things you want:
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|