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  #1  
Old May 24th, 2001, 07:26 AM
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Default Re: New Beta Patch

Will again thank you very much for this information.
I am very pleased to see that some of my suggestions to MM as the deletion of already used system names have been made and the fighter bug has been fixed.
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  #2  
Old May 24th, 2001, 09:20 AM

Magnum357 Magnum357 is offline
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Default Re: New Beta Patch

Hey Suicide Junkie, long time, no see! Ya, I agree with you. I sure hope MM does add that feature. It would really help make the design process more important. Heck, with something like this, a lucky shot from an escort vessel could theoretically severly damage a Battleship if it was lucky.
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Gryphin-

I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

Atrocities-

Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #3  
Old May 24th, 2001, 11:43 AM
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Default Re: New Beta Patch

QUOTE:
a lucky shot from an escort vessel could theoretically severly damage a Battleship if it was lucky
/QUOTE

"I used to target womp rats from my t-16 back home, and they can't be much bigger than 2 metres..."

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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "
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Old May 24th, 2001, 06:14 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: New Beta Patch

This thread reminds me of the one missing feature from SE combat -- variable damage! Every weapon does an absolutely fixed amount of damage. What about near misses? What about beam "contact" time with the target? Most weapons ought to have some slight variations in the amount of damage they do. Even 10-20 percent variation would make combat much less predictable. Think of MOO where a weapon does 3-12 instead of "10 10 10 10" out to whatever range.

[This message has been edited by Baron Munchausen (edited 24 May 2001).]
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  #5  
Old May 24th, 2001, 06:51 PM
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Default Re: New Beta Patch

All that would really require is a second "damage at range" line in the components.txt, and some work on the damage lookup routine.

with "minimum damage at range"
and "maximum damage at range"
you could really make some interesting effects, AND emissive armor will block the occasional shot, when the dice turn up low!
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