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April 16th, 2006, 06:06 AM
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Re: creating a new, fictional oob
i've got to "convert" the following posleen weapons to the game:
-a normal shotgun,
-a 1mm railgun, able to pierce the armor of APCs,
-a 3mm railgun, able to pierce the armor of Tanks (even Abrams'),
-high velocity missiles and plasma cannons, ahem, VERY powerful.
the only units the poslen got are platoons (hordes) armed with those weapons.
any suggeestions which weapons from the game could be modified in a way, that they fit as the posleen-stuff?
@thatguy96
THX!
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April 16th, 2006, 09:04 AM
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Re: creating a new, fictional oob
Quote:
Zocktan said:
i've got to "convert" the following posleen weapons to the game:
-a normal shotgun,
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By this you mean sth like a real shotgun (ie firing lots of small pellets at once over a short range)?
Quote:
-a 1mm railgun, able to pierce the armor of APCs,
-a 3mm railgun, able to pierce the armor of Tanks (even Abrams'),
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Weapons with high AP pen rating and very small WH size (say 3 not to go for AC/small arms graphics) IMO
[quote]
-high velocity missiles and plasma cannons, ahem, VERY powerful.
[quote]
Missiles/guns with high hit probability.
Quote:
the only units the poslen got are platoons (hordes) armed with those weapons.
any suggeestions which weapons from the game could be modified in a way, that they fit as the posleen-stuff?
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April 16th, 2006, 11:28 PM
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Re: creating a new, fictional oob
A problem with High AP ability and Small WH size is the penetration will not damage the armoured vehicle. In it's first incarnation the Type Kh MBT's railgun warhead had a WH size of 1, denoting that it had a 4mm calibre. The round easily penetrated the armour of an Abrams M1A2 but did no damage. It was too small for the game engine to recognise that it would do damage. A warhead size of three or four is the minimum to make a round effective enough to destroy a modern armoured vehicle.
troopie
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April 17th, 2006, 02:28 AM
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Re: creating a new, fictional oob
Quote:
troopie said:
A problem with High AP ability and Small WH size is the penetration will not damage the armoured vehicle. In it's first incarnation the Type Kh MBT's railgun warhead had a WH size of 1, denoting that it had a 4mm calibre. The round easily penetrated the armour of an Abrams M1A2 but did no damage. It was too small for the game engine to recognise that it would do damage. A warhead size of three or four is the minimum to make a round effective enough to destroy a modern armoured vehicle.
troopie
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I know, that's why I've proposed WH 3... After all 1mm and 3mm are REALLY small so I'd say that with their overpenetration they'd require to hit ome critical are to make damage, not "any hit counts"...
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April 17th, 2006, 12:26 PM
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Re: creating a new, fictional oob
Quote:
Marek_Tucan said:
By this you mean sth like a real shotgun (ie firing lots of small pellets at once over a short range)?
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yes!
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April 17th, 2006, 12:27 PM
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Re: creating a new, fictional oob
Some OOBs already have a shotgun. You could just copy and paste that over.
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April 20th, 2006, 05:21 AM
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Re: creating a new, fictional oob
Thinking about the low-caliber railgun issue...
I assume that weapon is only supposed to fire KE armor-piercing rounds, as opposed to any kind of explosive ammo, right?
If so, maybe you could try fiddling with the HE round slot, give it a minimal HE kill (say 2) and the same penetration as you did with your AP or sabot round. Of course, that's if you don't mind it being fired carelessly at infantry, helos, aircrafts...
Looks like the same penetration rating applied to a HE round will tend to deal more damage, for some reason. Maybe the difference won't show up with large penetration values, but maybe that's worth experimienting.
Note: Keep the HE kill low, to avoid blatant multiple kills on AFVs stacked in one hex.
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April 21st, 2006, 05:27 AM
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Re: creating a new, fictional oob
i am testing now your weapon-suggestions, i'll let you know what works, but how would you modify the two types of railguns?
a remaining problem is, that their aa weapons (plasma guns and the missiles) are superior, best described with "what flies dies" when it enters the map, this weapons should be also high effective against armoured targets.
next problem i've got is with the organisation:
the posleen are organised like ants, that means 400 dumb soldiers are lead by one normal intelligent. that means as long they got orders to attack, they will attack and they just rout, when their leader dies.
is there a way to build these things in the oob?
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April 21st, 2006, 10:24 AM
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Re: creating a new, fictional oob
Some thoughts about posleeen.
Grunts - Extermely high morale, very low experience, weapons with extremely low accuracy but uber RoF.
Squad leaders - Extremely High Accuracy, Very High Morale and exp. Tenars (or what their vehicles were called)should be armed with SAMs with very high range and accuracy, and equivalent of US 120 mm cannon (simulting plasma weapons)for ground work. They should have armor of 1 (50.cal snipers were able to destroy them) have superior stabilisation and fcs ratings.
For tenars and posleen flying tanks, you are using helicopters class, right?
Anyway, are you thinking about modelling earth's Mobile Infantry too? I think that each MI trooper should be modelled as independent unit, like light tank or something  . Platoon of MI wold be company type unit in game terms.
And last thing - i don't think posleen normal shotgun would be similar to humans. I'd say it would have much more power.
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