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April 15th, 2002, 10:34 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Tractor & Repulser weapons
Hmm. Make all ships the same size, and just require them to have space-wasting components in order to adjust the useful space?
EG:
remove MCs.
All ships are 1500 KT.
Lifesupport becomes a Lifesupport/Crewquarters combo for play purposes. Size is 20KT.
Crew quarters are 50KT, and free, and 1 hitpoint (zero if you can).
Escort requires 27 Crew Quarters. After adding the required crewquarters, you are left with 150KT, which is escort size!
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April 15th, 2002, 10:54 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Tractor & Repulser weapons
Well, you could do that a little more efficiently by having higher levels of ship construction provide smaller but more expensive basic systems.
This seems like a pretty drastic solution just to be able to use tractor/repulsors against larger targets, but the only other way I can think of is to bug Malfador to make it an optional ability.
PvK
P.S.: This would also break the size limits on mounts, too.
[ 15 April 2002: Message edited by: PvK ]
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April 15th, 2002, 10:59 PM
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Corporal
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Join Date: Jan 2002
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Re: Tractor & Repulser weapons
Well, what I do not understand is why the smaller ship is not moved? If they make it so that you can only move ships smaller than you, then you should be able to use a repulser beam against a baseship to move your ship out of the way. That would be cool.
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April 15th, 2002, 11:07 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Tractor & Repulser weapons
Bman,
I like that idea. Just think if one of your smaller ships takes a beating and loses its engines, you might be able to push it out of harms way. It wouldn't take much work on Malfador's part to change that either.
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April 16th, 2002, 09:27 PM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Tractor & Repulser weapons
SJ the idea is good but i do not mod the game to fit my needs, i fit my needs to the game. I never mod or play some of the wierd mods.
BMan - great idea. But this does already "exist" - the wormhole weapon. It realy does move the target away. Im more interested in the tractor beam.
When you put it on larger mounts the 'damage' increases, but whats the use of pulling a ship say 6 range (i think thats the range) with the power of 12 when it will anyway move 6?
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April 16th, 2002, 10:49 PM
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Corporal
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Join Date: Dec 2000
Location: Italy
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Re: Tractor & Repulser weapons
quote: Originally posted by Taera:
When you put it on larger mounts the 'damage' increases, but whats the use of pulling a ship say 6 range (i think thats the range) with the power of 12 when it will anyway move 6?
BTW, the damage listed in the tractor/repulser beam info is real damage, not only the amount of squares the target is moved. It doesn't change much, but... Don't use special mounts for tractor beams (you'll just waste space and resources).
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April 16th, 2002, 10:55 PM
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Major
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Join Date: Dec 2000
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Re: Tractor & Repulser weapons
quote: Originally posted by Taera:
<snip>
Im more interested in the tractor beam.
When you put it on larger mounts the 'damage' increases, but whats the use of pulling a ship say 6 range (i think thats the range) with the power of 12 when it will anyway move 6?
For ships, you're right; there's no reason to use larger mount tractor beams. But for weapon platform and base mounts that also extend range, the heavier mount tractor beams serve a purpose.
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