|
|
|
 |

July 11th, 2001, 05:43 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: grit-tech
I agree. I am thinking about doing a grit-tech mod at some point to add a little variety.
I would probably add machine guns to the one's you mentioned, like Hadrian's mod has.
Also some different size missles and pods like I hear Devnull has.
This game won't incorporate any of that though. Just what's in the game currently.
Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

July 11th, 2001, 06:10 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: grit-tech
Heavy X-ray Lasers! What is millitary SF without an HXL or two! maybe a whole line of laser technology, with un-ballancing effects like Xrays skipping armor, but prohibative resource costs or supply use.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

July 11th, 2001, 06:27 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: grit-tech
I would suggest making the stealth armor increase in its cloaking ability as tech goes up, requiring better hyper-optics to detect.
Right now, all stealth armor is level 1 cloaking, so there is no point in researching more than level one hyper optics.
quote: Heavy X-ray Lasers! What is millitary SF without an HXL or two! maybe a whole line of laser technology, with un-ballancing effects like Xrays skipping armor, but prohibative resource costs or supply use.
Oops, somebody just put a stack of Xray lasers on their sats! No maintenance, and no supply problems!
You would have to boost the price a lot, and reduce the damage (and/or reload) compared to other weapons.
quote: No Energy Weapons: Energy Pulse and Stream Weapons, Engine Overloading Weapons, High Energy Discharge Weapons, Null-Space Weapons, Phased Energy Weapons, Shield Damaging Weapons, Tractor/repulser weapons, weapon overloading weapons, warp weapons, gravatic weapons, Torpedo Weapons.
Since when are torpedoes super tech energy weapons?
Sure, they are called antimatter torps and quantum torps, but you can easily rename them to have shaped charges or something.
IMO, torpedoes are the middle ground between missiles and dumbfire "beam" weapons, and add some good variety to the game.
I give them a 15% (max tech 25%) bonus to accuracy, and this leaves them:
- 2 reload (Beam:1, Missile:3)
- +20% acc (beams:0, Missile: 100%)
- 1.2 damage (beams: over 1.3, Missiles 0.8)
Ratings above are damage per KT space per turn.
Just my view, you don't have to share it.
------------------
The latest info on Pirates & Nomads (forum thread).
-< Download V2.0>-
-< Download V1.6>-
-< Download compatible EMPs for P&N v1.6>-
-< SJs latest AI Patcher>-
Visit My Homepage
[This message has been edited by suicide_junkie (edited 11 July 2001).]
__________________
Things you want:
|

July 11th, 2001, 07:04 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: grit-tech
I would agree with higher levels of stealth armor would be nice in the grit tech mod.
Lasers are an excellent idea. I have seen those in some other mods. I see then as a long range highly accurate low damage weapon. Also would make excellent point defense weapons.
IIRC you can limit the type of vehicles a weapon is allowed on. If I am wrong about that, a capital ship Heavy Laser could be kept off the sats by simply making to big to fit on one.
I still have problems with Torps though. If you rename them, aren't they just another kind of missle? But as long as they are direct fire they are impervious to PDC. I would lean more towards a greaty variety of seeker weapons, like what Devnull and others have done. IMHO
Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

July 11th, 2001, 07:39 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: grit-tech
[quote]Originally posted by suicide_junkie:
Oops, somebody just put a stack of Xray lasers on their sats! No maintenance, and no supply problems!
bah, just make them mountable on ships and bases only. sure they are cheaper on bases, but no big deal. it would make it that much harder to take a planet. I was mainly thinking of a high initial production value, the supply thing was sort of an afterthought that sounded good at the time.
I am with you on the torps though. Even if they are anti-matter torpedos, we can make the stuff (okay, one atom at a time) today.
also, maybe adding a few more types of armor would spice things up a bit more. I really like the idea of cheap alblative armor that is quick and cheap to build, but a ***** to retrofit or repair (lots of smaller components).
perhaps this would be a good mod on which to introduce different types of cloaking, and mine detection. mines could be made to use a different cloaking type than is available from stealth armor (hehe, level 1 stealth armor = "we painted her black, sir") and mine scanners could be added. i dont know if you can give different classes of mines different cloaking abilitys, but you could give them a special mine cloaking device that would take up the spot of their second warhead. add another area to have a little arms race in.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

July 11th, 2001, 08:34 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: grit-tech
Ok, I am coming around on the torp thing. It's starting to make a little more sense to me.
My objection to it has been more the delivery method than the principle of the anti matter. But I can see it being a shell containing a small amount of magnetically contained anti-matter that explodes on contact with the enemy hull.
In my mind it would be a low to medium range direct fire weapon with more damage, but less acuracy at close range than DUC's, but accuracy shouldn't drop off as quickly as with DUC's (due to slower speed projectile than a DUC? Can this be done?).
I don't see it having it's own propulsion, but maybe small reaction jets to control direction. That would put it between DUC's and CSM's range.
Is this what you guys were thinking about?
Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

July 12th, 2001, 01:08 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: grit-tech
quote: In my mind it would be a low to medium range direct fire weapon with more damage, but less acuracy at close range than DUC's, but accuracy shouldn't drop off as quickly as with DUC's (due to slower speed projectile than a DUC? Can this be done?).
I don't see it having it's own propulsion, but maybe small reaction jets to control direction. That would put it between DUC's and CSM's range.
Well, you can't change the accuracy falloff.
The techlevel dependent 15%-25% accuracy bonus is what I suggested would be due to the thruster.
The nice thing about the accuracy bonus is that it is included after the minimum 1% get put in...
So if the enemy has ECM 99, you can use torpedoes to get 26% accuracy and skip PDCs, or get 100% accuracy with missiles.
If you have great sensors, then the DUC style weapons do more damage, and are best.
This kind of thing should keep players fielding mixed-weaponry fleets, and retrofitting often to overcome PDC vs ECM vs Armor.
------------------
The latest info on Pirates & Nomads (forum thread).
-< Download V2.0>-
-< Download V1.6>-
-< Download compatible EMPs for P&N v1.6>-
-< SJs latest AI Patcher>-
Visit My Homepage
__________________
Things you want:
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|