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January 30th, 2003, 05:36 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: Weapons, engines and mods, Oh my!
Mounts can be modded. And as for torpedo mounts..you can stick a bigger torpedo in, yes?
If torps were seekers with twice the range they'd be CSMs. Well, almost.
Phoenix-D
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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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January 31st, 2003, 12:11 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Weapons, engines and mods, Oh my!
Another major obstacle to any "balance" mod is that no two people agree on how to achieve "balance".
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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January 31st, 2003, 12:43 AM
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Sergeant
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Join Date: Jan 2003
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Re: Weapons, engines and mods, Oh my!
I am still early in my current game, but have been checking out torps...they have been mineral cheap so far.
Comparison:
DUC2: 150 min, FR 1, dmg 25/25/25, 30kt&DR,all but seekers
AMT2: 100 min, FR 2, dmg 35/35/35 40kt&DR,ships and planets
Compared to the same level DUC, they do more damage, and are harder to break than the DUC, however you sacrifice fire rating, ship space, and potential targets. For level vs level they could be improved a little, but not too much. considering they are a little more expensive than DUC for tech cost, they should imo be "all but seekers" and a FR of 1.
Can't look at the higher level ones yet, not that far in the game. that, and I am not doing a study on them, just basic observations. i have enough on my plate with this game (being my first SimuTurn game)
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It's all just a perspective of matter.
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January 31st, 2003, 12:58 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Weapons, engines and mods, Oh my!
Quote:
Originally posted by capnq:
Another major obstacle to any "balance" mod is that no two people agree on how to achieve "balance".
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That's another reason why MM should drive it.
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January 31st, 2003, 02:07 AM
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BANNED USER
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Join Date: Nov 2001
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Re: Weapons, engines and mods, Oh my!
I'd like to suggest a few folks:
Agree on all of the factors that go into a wepons system such as Cost, size, Fire rate, Research points....etc..
Then design 2 weapons that are, "ballenced" in SE IV terms.
Not something I'm capable of.
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January 31st, 2003, 02:28 AM
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Shrapnel Fanatic
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Re: Weapons, engines and mods, Oh my!
Torpedoes should not be able to targe all but seekers. They should only be able to target ships, bases and planets. You can't bLast small things like fighters with Torpedoes very well. 
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January 31st, 2003, 05:27 AM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Weapons, engines and mods, Oh my!
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