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April 14th, 2003, 02:06 PM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: New Weapons
Why would one wish to bLast hypers?
Hmm, what are hypers?
I call them - Chippers because of the low hit points they chip away at the incoming ship.
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April 14th, 2003, 02:18 PM
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Corporal
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Re: New Weapons
Quote:
"Monkey-Wrenchers": fighter-borne little guys in suits with tools.
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There's some BFGs for ya (especially for those players who like to use swarm tactics).....Billions of Freaking Gremlins....
I like it.
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April 14th, 2003, 03:01 PM
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Shrapnel Fanatic
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Re: New Weapons
Quote:
"Longboats": fighters weapons-like components that allow them to carry marines. Each fighter would have an almost insignificant amount of boarding party, but in large numbers they should be able to whittle-down opposing craft. Does the game track the loss in security stations from boarding attempt to boarding attempt? Or does it just reset all numbers to their max?
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Boarding is all or nothing. Plus, Fighters don't have the capture command available.
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April 14th, 2003, 03:17 PM
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Colonel
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Re: New Weapons
Thank you, Junkie, I was not aware that feature was non-fighter.
After further thought, it seems that Monkey-Wrenchers should not be strictly fighter-type weapons. With their terribly limited speed, but long, long range, they would be pretty reasonable ship-launched missiles as well.
If you wanted a good chance of a hit, you'd have to get your ship right up alongside the enemy craft, so your gremlins could hit them in their first round of movement, maybe.
Picture escorts full of the little jerks, kind of like freaks on the city bus, with mismatched space suits, talking to their tools, rocking back and forth to music only they hear, raging against the machine, itching to jump out the hatch and go take something apart. No sane man is going to step out of a perfectly good spaceship to go take another space ship apart, not while that other ship is likely to shoot at him. These guys are naturally wonked, drugged-up, or have been otherwise cleverly manipulated into thinking this is a good time.
Also, it would be reasonable to have multiple kinds of gremlins: Duct-Jerk (anti-engine), Gun-Jammers (anti-weapon), Sappers (anti-shield), Hackers (anti-Master Control Computer), Demolitions Specialists (skips armor and shields). Each component is just a specialized missile launcher, once-per-combat, slow moving, near-infinite range.
And I have bit more on the Transporter for you role-playing types. It would be perfectly reasonable to have Transporter component on any ship that just does nothing. After all, the Deflector Dish and Plasma Injectors are used to tactical gains as frequently (or more frequently, I think) as the Transporters are. So make the component, throw it on, and make up your own stories for what it's good for. Like we need to board ships from more than one square away, anyway.
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April 14th, 2003, 03:36 PM
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Colonel
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Re: New Weapons
Mining Satillite: satilite-only, very small, very limited shipyard. This tiny shipyard has only capacity to procude a mine, maybe even only a mine every two or three turns. These satellites would be useful in large numbers, but would be expensive to make, as the miniaturized full-auto shipyard should not be cheap.
[edit]
I forgot, these satilite-only shipyards would have exactly no capacity for repair.
[ April 14, 2003, 14:37: Message edited by: Loser ]
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April 14th, 2003, 03:39 PM
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Second Lieutenant
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Re: New Weapons
I don't like those Gremlims, they are going to be just another object in the combat screen. But I like the BFG!! 
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April 14th, 2003, 03:53 PM
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Colonel
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Re: New Weapons
Quote:
Originally posted by Aloofi:
I don't like those Gremlims, they are going to be just another object in the combat screen.
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More objects in the combat screen is a bad thing?
How does that work?
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