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January 24th, 2005, 10:16 PM
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First Lieutenant
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Re: Carrier Battles Mod
Don't quote me on this, but isn't that true in reality? Take a .22 caliber rifle and scale it up to a 16 inch bore and (ignoring physics) it'll outperform a 16 inch battleship gun.
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January 25th, 2005, 04:28 AM
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Captain
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Re: Carrier Battles Mod
So, how are missiles going to be handled?
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January 25th, 2005, 02:01 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Could you be more specific?
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January 25th, 2005, 02:13 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Suggestions for weapons.
Rock slinger I - X gives way to
Space Bow I - X gives way to
Star Bow I - X gives way to
BB Gun I - X gives way to
Enhanced BB Gun I - X gives way to
Slug Gun I - X gives way to
Bore Gun I - X gives way to
Cannon I - X gives way to
DUC I - X gives way to
Gas Laser Gun I - X gives way to
Chemical Laser Gun I - X gives way to
Phased Energy Cannon I - X gives way to
Phasers I - X gives way to
Enhanced Phasers I - X gives way to
Poloron Beam I - X gives way to
Phased Poloron Beam I - X gives way to
Wave Motion Gun I - X
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January 25th, 2005, 02:58 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
The way I see weapons is a set of advantages and disadvantages...
Eg:
DUC: average
Ripper - very short range, + high damage
Laser: + Long range, - less damage, + low supply use
Torpedo: + accuracy bonus, - less damage
and so on.
SE3 style, sort of, with it being mostly a balanced tech hedge rather than a tall tech tree.
---
Missiles will be the only things with serious range, probably 20 + no fizzle.
There will probably be a comparable number of missile types to DF weapon types, with tradeoffs in:
- damage vs speed vs hitpoints vs warhead type vs reload rate vs cost and such.
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January 25th, 2005, 07:17 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
I think a thickness mount for armor will be good too:
EG:
Steel Armor Plating I
size - 1
HP - 3
Then we have mounts:
1-inch plating: size x1, hp x10
2-inch plating: size x2, hp x18
3-inch plating: size x3, hp x24
4-inch plating: size x4, hp x32
The rationale being as follows:
Thicker plating is less efficient in hp/kt, however the large hp per component makes it less leaky, and also improves the performance of any leaky shields which are still operating.
For example, the 1-inch steel plating (when shields are not destroyed) will be immune to weapons of less than 30 damage per hit.
4-inch plating, on the other hand, will have 80% the structural strength of the thin armor, but will be immune to weapons of less than 96 damage.
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January 25th, 2005, 07:33 PM
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General
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Re: Carrier Battles Mod
I suggested something like this for Adamant a while back (well, I suggested standard armor and then light and heavy armor mounts) but Fyron said it would be too complicated; he only wanted 2 types of armor
Just a silly question... why are you measuring the gun bores in millimeters but the armor in inches?
edit: oh, and maybe it would be good to have a "default" thickness for armor - in other words, instead of your scheme where the armors have 3 HP unmounted and the mounts raise their hitpoints by factors of 10-32, have the armors 30 HP unmounted and have the mounts raise their hitpoints by factors of 1 (no raise) to 3.2. That way if you forget to use a mount on your armor you're not screwed, you just get a "default" 1-inch armor 
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January 25th, 2005, 07:40 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
I dunno.
What's a good armor thickness to use, anyways?
20 to 100 in cm?
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January 26th, 2005, 01:34 AM
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Colonel
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Re: Carrier Battles Mod
Suicide Junkie said:
"I think a thickness mount for armor will be good too:
EG:
Steel Armor Plating I
size - 1
HP - 3
Then we have mounts:"
*SNIP*
This is very exciting, thickness mounts for armor. Now you'll be able to decide if you want light armor to provide some defense, or build a massive flying brick of a warship.
If only the armor had another detriment -- say, making to ship too very massive would rob you of some propulsion. Can you give armor a fractional minus to propulsion? So piling armor onto a large ship robs you of some movement, but the average amount of armor on a smaller ship wouldn't notice it at all.
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January 26th, 2005, 01:54 AM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Quote:
Arkcon said:
If only the armor had another detriment -- say, making to ship too very massive would rob you of some propulsion. Can you give armor a fractional minus to propulsion?
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QNP does that automatically.
If you want to spend 10% more space on armor, you have to take the tonnage out of engines (or guns), and thus reduce your speed (or firepower).
If you want to allow some "free" armor, you can add some 0-kt components with a 10-per-ship limit.
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