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March 28th, 2001, 02:08 AM
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Sergeant
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Spinal Mounted Guns
Here's my idea for a massive gun which can only be mounted in a Baseship.
I have looked at the comparsion to other Massive mounted guns in a Baseship to get the damage and rate right, I think.
Notice that you have to increase the tech level to 12 for HEW.
Name := Spinal Mount I
Description := Massive energy forming Baseship mounted gun.
Pic Num := 226
Tonnage Space Taken := 1300
Tonnage Structure := 300
Cost Minerals := 10000
Cost Organics := 1000
Cost Radioactives := 5000
Vehicle Type := Ship
Supply Amount Used := 2000
Restrictions := None
General Group := Weapons
Family := 4045
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 0 0 0 0 0 0 8000 8000 8000 8000 8000 8000 8000 6000 6000 4000 0 0 0 0
Weapon Damage Type := Skips All Shields
Weapon Reload Rate := 5
Weapon Display Type := Torp
Weapon Display := 26
Weapon Modifier := 0
Weapon Sound := ppbeam.wav
Weapon Family := 40
Name := Spinal Mount II
Description := Massive energy forming Baseship mounted gun.
Pic Num := 226
Tonnage Space Taken := 1300
Tonnage Structure := 300
Cost Minerals := 10000
Cost Organics := 1000
Cost Radioactives := 5000
Vehicle Type := Ship
Supply Amount Used := 2000
Restrictions := None
General Group := Weapons
Family := 4045
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 11
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 0 0 0 0 0 0 10000 10000 10000 10000 10000 10000 10000 8000 8000 5000 0 0 0 0
Weapon Damage Type := Skips All Shields
Weapon Reload Rate := 5
Weapon Display Type := Torp
Weapon Display := 26
Weapon Modifier := 0
Weapon Sound := ppbeam.wav
Weapon Family := 40
Name := Spinal Mount III
Description := Massive energy forming Baseship mounted gun.
Pic Num := 226
Tonnage Space Taken := 1300
Tonnage Structure := 300
Cost Minerals := 10000
Cost Organics := 1000
Cost Radioactives := 5000
Vehicle Type := Ship
Supply Amount Used := 2000
Restrictions := None
General Group := Weapons
Family := 4045
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 12
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 0 0 0 0 0 0 15000 15000 15000 15000 15000 15000 15000 10000 10000 6000 0 0 0 0
Weapon Damage Type := Skips All Shields
Weapon Reload Rate := 5
Weapon Display Type := Torp
Weapon Display := 26
Weapon Modifier := 0
Weapon Sound := ppbeam.wav
Weapon Family := 40
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March 28th, 2001, 02:20 AM
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Corporal
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Re: Spinal Mounted Guns
Aussie, Great weapon. I think that this is the way to create large weapons. It gets rid of the inherent problems with the compenhancement.txt file. Now all we have to do is to find a way to add it automatically where it is necessary. BTW you might want to increase the 0 (zero) damage to 1 (one). For some reason when I am testing weapons (usually missiles) a damage rating of 0 usaully produces no damage at all.
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March 28th, 2001, 02:29 AM
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Sergeant
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Re: Spinal Mounted Guns
When you said to increase the damage from 0 to 1, was that for the closer ranges?
Does it do no damage for the entire range?
I have not tested this yet, but I will try soon.
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March 28th, 2001, 05:11 AM
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Shrapnel Fanatic
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Re: Spinal Mounted Guns
I would suggest that you give your weapon "normal" damage type.
Most shields won't stand up to that kind of beating anyways, but planetary shields should be able to help absorb the first hit. (I've boosted MPSs to do 10k or 20k of shields)
The Name & Description, "Spinal Mount I" sounds like a mount, and I'm quite sure that weapons use up energy, rather than forming it.
How about something like:
Name: Massive Pulse Cannon
Desc: An vast energy capacitor system which channels all of a ship's resources into firing a single burst of energy.
Statistics:
16 range, 8000 damage, 5 reload, 1300kT
Damage Factor: 1.23
Comparison to standard weapon: PPB, DF=1.7
Comparison to standard weapon: APB, DF=1.5
Comparison to standard weapon: CSM, DF=0.8
Comparison to standard weapon: WMG, DF=0.66
Looks like you've got a reasonable damage factor, but I would suggest increasing the reload to 6, since the range is so high.
That would give a damage factor of 1.03, which is still quite high for a long range weapon. (and a planet-buster too)
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I think that this weapon would easily be unbalancing, since it can be used to wipe out a planet so easily. One shot and the planet is toast, no matter what.
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March 28th, 2001, 05:35 AM
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General
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Re: Spinal Mounted Guns
If you're looking for ways to balance this monstrosity, how about 'destroyed on use'? It's got to be a ***** to charge up and fire. Maybe it burns out vital parts of it's circuitry when used and has to be essentially rebuilt after each firing?
It really ought to be "Planets Only" for targetting or give it a -50 modifier so it has a hard time hitting anything smaller than another base ship.
[This message has been edited by Baron Munchausen (edited 28 March 2001).]
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March 28th, 2001, 06:02 AM
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Major General
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Re: Spinal Mounted Guns
hmmm...spinal gun.
my back hurts thinking about that!
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March 28th, 2001, 06:24 AM
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Sergeant
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Re: Spinal Mounted Guns
Why don't you just call the damn thing a Seige Cannon. Reminds me of the cannon in HW:C
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March 28th, 2001, 07:39 AM
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Sergeant
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Re: Spinal Mounted Guns
I will look at the mod for targeting and normal weapon type, that's a good idea.
Also like the disciption and name as well, I will definately use them, thanks.
The weapon uses 2000 supplies a turn to fire so it isn't going to fire that often any way, unless it has a quantum reactor on board.
As I stated you can put 11 Massive mounted Acid envoloping on a baseship as well. Did you do the comparsion against Massive mounts or standard mounts. I don't think that the damage is that much more than the massive mounted weapons that are in use now.
This can not be upgraded to a higher mounting as it too large.
Also due to the size, there is very little room left in the ship for anything else after equiping engines, solar sail and either computer or crew components, I think that it is about 100kT, no much room for cobat scanners, ECM, armour, shielding etc.
Makes it very venarable to missiles, mines, satelites and fighters.
Also since it only moves at 3 combat moves then it can be closed on by enemy ships very quickly and shot up. This ship is very definately a fleet ship.
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March 28th, 2001, 04:22 PM
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Shrapnel Fanatic
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Re: Spinal Mounted Guns
Note that weapons can still fire when you're outta fuel (Last I checked), the only penalty is reduced movement & no shield regen.
Starting a battle without fuel is slightly different, but you can still fire weapons without fuel.
The comparisons are for standard weapons, Massive mounts boost the damage factor by some other factor, don't have the stats with me. (large mounts are x1.333)
So on a baseship, you'll get a slightly lower damage factor than a MMWMGIII.
You still have much more range, which is tempered by the lack of defence. Looks good, except for the firing when outta fuel thing.
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March 29th, 2001, 05:12 PM
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Second Lieutenant
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Re: Spinal Mounted Guns
Ok, if you are going to use stuff from other games please at least mention what system you are taking them from . I beleive the spinal mount is from Either Space Travler or Space opera.
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Seawolf on the prowl
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