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May 9th, 2001, 12:14 AM
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Colonel
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Join Date: Feb 2001
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Re: Pods
I think HH style missile-pod battles would make SE4 puke, though WAaaaaaaaaayyyyyyy too many missiles flying around (I seem to recall one having 14000 missiles launched in the first salvo..with more in space by the time that one hit. Can we say "range check error?")
any Idea as to how many will get an error????
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mottlee@gte.net
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May 9th, 2001, 03:44 AM
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Sergeant
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Location: Greenville, SC
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Re: Pods
Well, you could always just pretend that the little "1" on the missile sprite really means "100." Just scale everything in an appropriate manner and adjust the damage of PD mounts and that would work.
Making external mounts ammo is something I like, but it does have one querky drawback. Armor skipping weapons will automatically skip these. I realize this is a not a huge deal, but it still just doesn't "feel" right. I don't know, maybe its the lesser evil.
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May 9th, 2001, 04:53 AM
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Private
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Join Date: May 2001
Location: Malaysia
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Re: Pods
I recently created a component that has similar characteristic...eXternal Ordnance...I must admit the idea was originally from Starfire. Not too sure about play balance. Was planning to check it out over the weekend.
Check out the stats below.... Highlights are:-
a) "Tonnage space taken" is 40% of a normal missle.
b)"Tonnage Structure" is only 5; very fragile.
c)Mineral cost is 60% of a normal missle.
d)Count as "armor"; will be damaged first.
e)Range has been reduced by 2 hex compared against a normal missle of the same tech level.
d)Reload time is 30; i.e. one shot per combat engagement.
f)Can only be installed on a ship or base.
Comments?
Name := XO Capital Ship Missile I
Description := One shot, external ordnance, large missile with a shaped-charge chemical warhead.
Pic Num := 67
Tonnage Space Taken := 20
Tonnage Structure := 5
Cost Minerals := 240
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 9813
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 30
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May 9th, 2001, 05:54 AM
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Sergeant
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Re: Pods
Only thing I noted odd is that your weapon family is the same as the regular cap ship missile. That might cause some oddities when upgrading or for the AI to design new ships. I would recommend giving it a new number and updating the AI designs that currently use Capship missiles.
I use a similar component, but actually smaller. I divided size and costs by 10.
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May 9th, 2001, 07:05 AM
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National Security Advisor
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Re: Pods
Do weapon damaging weapons still hit weapons marked as "armor" like this?
Phoenix-D
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May 9th, 2001, 06:18 PM
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Sergeant
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Re: Pods
One thing that would be interesting would be to change the way armor skipping weapons work. Change them so if they get through shields, then they would randomly pick from all components. You may have to increase the damage of shard cannons to compensate, but it would make sense that armor skipping weapons would probably damage at least some armor. Of course the change probably requires hard coding and isn't that major (and manu would probably disagree) so I don't imagine that it will be in the works anytime soon.
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May 10th, 2001, 03:38 PM
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Major
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Re: Pods
quote: Originally posted by nerfman:
One thing that would be interesting would be to change the way armor skipping weapons work. Change them so if they get through shields, then they would randomly pick from all components. You may have to increase the damage of shard cannons to compensate, but it would make sense that armor skipping weapons would probably damage at least some armor. Of course the change probably requires hard coding and isn't that major (and manu would probably disagree) so I don't imagine that it will be in the works anytime soon.
A better idea (as long as we're talking hard-code changes) is creating another Category; something like "first internals" or something, to represent items that should be hit first (after shields/armor are down or skipped). I'd even go so far as to create a "Last internal" Category, for things that would be designed to survive as long as possible (like, say, a "battle bridge"; bigger, more expensive, etc. than regular bridge; acts as an auxiliary control, so you have to use regular bridges as well, but the battle bridge would survive until the rest of the ship is destroyed).
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