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  #1  
Old December 4th, 2006, 10:54 AM
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Ed Kolis Ed Kolis is offline
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Default Re: PD too Powerfull?

In SE5 each weapon can have its own to-hit formula... or are you guys talking about SE4?
Also, another SE5-only PD idea is to give fighters emissive armor, and tweak the numbers so that the anti-seeker PD does more raw damage per second to unarmored targets such as seekers but less per shot so the anti-fighter is more effective vs. fighters since it has penetrating power...
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Old December 4th, 2006, 11:13 AM
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Default Re: PD too Powerfull?

StarFire uses one weapon with two separate to-hit values, one is the type you are familiar with in the SE series and the other is a flat rate at range zero. The SE series to-hit is verses fighters and the flat rate is verses missiles. I had never though of doing it with emissive armor as you suggest. Unfortunately it is far too late to go back and re-write the PD and fighters. Even doing that it wouldn’t work without also adjusting various weapons and more than a few non-fighter and non-seeker units.
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Old December 4th, 2006, 03:04 PM
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Default Re: PD too Powerfull?

Maybe this is something that could be done by creating a new DamageType?
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Old December 4th, 2006, 04:54 PM
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Default Re: PD too Powerfull?

Or....
What about a sort of checks and balances system like most components in the game? This would work nicely for fighters...not so much for missiles. What about setting the range of the pdfc cannons short enough so that fighters can attack from outside pdfc range? Higher level pdfc extends the range, higher level fighter weapons extends the fighter range. this way the more advanced system wins.
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Old December 4th, 2006, 11:22 PM

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Default Re: PD too Powerfull?

Personally, I've just made PD weapons unable to hit fighters. That way fighters have to be taken out by normal weapons. In my tests so far, it works great. Fighters are a threat again, but not so powerful that they're overwhelming. In fact, I'm still thinking about raising the defense of the fighter hulls even more.
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