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June 14th, 2005, 12:00 PM
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Sergeant
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Re: Fire Rate 0
The enemy AI is the reason I attmepted to make my example weapon big and expensive. Well that and to keep it from being super exploited. 
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June 14th, 2005, 12:01 PM
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Sergeant
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Re: Fire Rate 0
As for a continous game, hmmm. Only one way to find out. BRB with the answer  .
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June 16th, 2005, 01:36 PM
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Major
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Re: Fire Rate 0
You know, this could get interesting with a tractor or repulser beam. "This device creates a strong omnidirectional gravitational effect, causing all enemy ships within range to move to/away from this ship." I just hope the AI is smart enough not to shoot it at ships that have nowhere to go, or no more than once at any given ship.
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June 14th, 2005, 11:50 AM
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Major
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Re: Fire Rate 0
Or make it ridiculously advanced and expensive. Getting the quantum reactor in Adamant Mod takes a LOOOOOOOOOOOOOOOOOOOOOOOONG time, and actually building it costs 20000 of each resource. Great for special supply ships, 1 or 2 per fleet, but not something you'd want on your primary warship design as is common in stock.
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June 14th, 2005, 01:09 PM
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Major
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Re: Fire Rate 0
I wonder what happens when you use that weapon against something with emissive armor  . Does it ever stop?
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June 14th, 2005, 01:18 PM
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Major
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Re: Fire Rate 0
If the ship has a QR then I would guess not. A possible bug 
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June 14th, 2005, 05:10 PM
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Lieutenant General
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Re: Fire Rate 0
wow, this is really cool. im thinking of that Legend of the Galactic Heroes mod, and the defensive "death-star" type weapon on the space fortress.
many sci-fi genres include massive area-effect weapons that can destroy entire fleets. this would be a great way to model something like that, if they could be put on zero-movement ships.
the 0-move ship would act like a base, and would be the only thing capable of mounting the super weapon. limited supplies could dictate how often it could fire. you would not have to remove QR, if you just made it so that the weapon took up the entire hull.
this could be very cool.
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June 14th, 2005, 05:39 PM
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National Security Advisor
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Re: Fire Rate 0
Oooooo, somebody try testing a fire rate 0, range 21 capital ship missle.  (insert maniacal laugh here)
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June 14th, 2005, 05:55 PM
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National Security Advisor
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Re: Fire Rate 0
Uh, Geo? Putting this on a seeker might be a bad idea..
See, it fires until the target dies or it runs out of supplies. And seekers don't move until the end of the round. Which means one of two things.
1. If the firing ship has limited supplies, the unlucky sap who gets targeted first will recieve as many seekers as the firing ship can fire.
2. If the firing ship has unlimited supplies, the firing ship will never stop firing. Range Check Error ahoy! 
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June 16th, 2005, 11:24 PM
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Corporal
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Re: Fire Rate 0
haha man that would fun to watch....but think about a 1500k ship with 2 of those and bridge n all that so it takes 500 and than 1000k on supply lvl threes u can fire a long like taht espiccialy w/ a quantum reacter. I think the ship would own.:-p
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