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  #1  
Old October 15th, 2003, 10:40 PM
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Default Re: Attention SEIV Modders and Know it All\'s- Request

Here is an old idea I had in a previous mod (the D-Mod)

Name := Decoy Missile I
Description := Missile fired to 'soak up' point-defense so the real missiles get through. Causes minimal damage itself.
Pic Num := 156
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 75
Cost Organics := 0
Cost Radioactives := 75
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 7034
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Military Science
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 2 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 87
Weapon Seeker Speed := 12
Weapon Seeker Dmg Res := 25

This went up for several levels each adding more range and Seeker Dmg Res, they keys were the range , dmg res and seeker speed, they would fire and fly ahead of the missiles, soaking up the PD as they came. Rate of Fire was great too.

Other keys to making missiles/fighters Last longer in the game are modding the fighters to have base damage points (ie the fighter itself before armour or shields) and increase the rate of fire of missiles (to 2 or 1). (or like my Mount Mod, add a number of miniturization mounts so more and more missiles could be mounted on a ship, that way missiles would eventually overwhelm the opponent).

[ October 15, 2003, 21:43: Message edited by: Deathstalker ]
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  #2  
Old October 15th, 2003, 11:01 PM
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Default Re: Attention SEIV Modders and Know it All\'s- Request

A few possiblities:

1) Phasing missiles, that warp the Last few squares, thus skipping short-ranged point defense systems.

2) Armored missiles, like in MOO2, that can absorb high damage (PD weapons would have to become weaker for this to be realistic).

3) Energy/plasma torpedoes, that simply absorb PD fire without being affected at all. Or that get hotter and deadlier when exposed to PD fire

4) MIRV missiles - similar to the shotguns, the point is to overwhelm.

5) Cloaked missiles, that cannot be fired upon, or add +80% evade.

6) Laser-heads (like in Honor Harrington) that detonate far from the target (out of PD range), and use the detonation energy to pump a laser that strikes the target.

Of course, I don't know which of these can be added with the existing game engine, and having never played the extant mods, maybe some are already included.

-Cherry

7) PD's using supplies.

[ October 15, 2003, 22:02: Message edited by: Saber Cherry ]
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Old October 15th, 2003, 11:04 PM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: Attention SEIV Modders and Know it All\'s- Request

which brings it to a grand total of two woman i've seen post on here.

s'funny. women are supposed to like to talk.
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Old October 15th, 2003, 11:08 PM
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Default Re: Attention SEIV Modders and Know it All\'s- Request

Some girls look at the night sky and say, "Twinkle twinkle, little star; how I wonder what you are."

I say, "I wonder who lives in that star system, and how I could exploit them."

It's all a matter of perspective.
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Old October 15th, 2003, 11:19 PM
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Default Re: Attention SEIV Modders and Know it All\'s- Request

Of course the simple solution is to reduce the accuracy of the PD weapons. The 70% bonus always did seem a tad high to me. Reduce it to 40% and watch the fur fly!

[ October 15, 2003, 22:22: Message edited by: Grandpa Kim ]
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Old October 15th, 2003, 11:32 PM

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Default Re: Attention SEIV Modders and Know it All\'s- Request

Quote:
1) Phasing missiles, that warp the Last few squares, thus skipping short-ranged point defense systems.
Can't do with the current system. Would be great for SEV.

Quote:
2) Armored missiles, like in MOO2, that can absorb high damage (PD weapons would have to become weaker for this to be realistic).
You could do something with this by increasing missile damage resistance.

Quote:
3) Energy/plasma torpedoes, that simply absorb PD fire without being affected at all. Or that get hotter and deadlier when exposed to PD fire
Don't think that one can be done under current engine either. SEV where are you!

Quote:
4) MIRV missiles - similar to the shotguns, the point is to overwhelm.
Could only be done with the same technique as the shotguns. Lots of small sized ones. No way of having a single component firing lots at once or having the warhead split... *sigh*

Quote:
5) Cloaked missiles, that cannot be fired upon, or add +80% evade.
Cannot be fired upon would be pretty strong maybe overly so. ECM missiles is good idea though, but sadly no way to do it that I am aware of.

Quote:
6) Laser-heads (like in Honor Harrington) that detonate far from the target (out of PD range), and use the detonation energy to pump a laser that strikes the target.
Nope... can't be done.

Quote:
Of course, I don't know which of these can be added with the existing game engine, and having never played the extant mods, maybe some are already included.

-Cherry
Well... now you know.
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Old October 15th, 2003, 11:35 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Attention SEIV Modders and Know it All\'s- Request

Quote:
Originally posted by narf poit chez BOOM:
which brings it to a grand total of two woman i've seen post on here.

s'funny. women are supposed to like to talk.
Yeah, but they generally want to talk about other topics than how to enslave a galaxy.

Saber Cherry is a veteran of the MOO 3 forums, too. (I seriously doubt anyone else would have 'accidently' chosen that same very unique name! ) She's quite a serious gamer.
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