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December 27th, 2005, 03:54 PM
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National Security Advisor
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Re: Weapons Prospects
AMMs work if I remember right. Only one way to find out..
The problem you'll run into concerning point defense is that its *stupid*. Every gun fires on the same incoming missile/sat/fighter at the same time, regardless of overkill..
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December 28th, 2005, 12:44 AM
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Corporal
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Re: Weapons Prospects
If you limit its cone of fire, it ought to play area defense. Of course, that means that these would require weapons stations.
That's what I had planned...but I'm still negotiating my way to get starfury to work.
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December 28th, 2005, 04:30 PM
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Captain
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Re: Weapons Prospects
Wouldn't having different PD weapons having different ranges fix that issue of all firing? In theory, the longest range would fire first then the shorter ranged ones should fire at the next and so one. Problem is that you would need to have a varity of PD weapons on a single ship. That could easily be overcome with something like:
1st Perimiter PDC: Range 15
2nd Perimiter PDC: Range 10
3rd Perimiter PDC: Range 5
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December 28th, 2005, 08:40 PM
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Shrapnel Fanatic
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Re: Weapons Prospects
If you have multiple PD weapons on your ship they fire in a stagger pattern.
If you increase the shot speed of the PD, then the first shot will have a chance to hit the target before the second PD cannon fires a fraction of a second later.
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December 28th, 2005, 10:29 PM
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National Security Advisor
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Re: Weapons Prospects
I've had a hard time doing that without making the PD overpowered or hitting the "magic speed" where projectiles tend to randomly explode.
That's why I was going for PD beam weapons..
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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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December 29th, 2005, 04:02 AM
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Corporal
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Re: Weapons Prospects
Well, you could have long-range countermissiles, then medium and short-range point defense guns.
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December 30th, 2005, 03:05 AM
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Shrapnel Fanatic
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Re: Weapons Prospects
The easiest way is to just use very-rapid fire guns that do very little damage.
Then if you waste a shot firing at a missile that is about to die from a previous shot, its no big deal... only 1/5th of a second and 2 damage points wasted, rather than 1-2 seconds and 30 damage.
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