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May 1st, 2002, 02:17 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: New Mod: The Art of War Mod
"Scotty...we...need...more...speed!
Cap'n, I'm givin' her all she's got. She's comin' apart at the seams!"
Actually, the more I think about it though I may have the levels wrong. As it is the destroyer will ahve less room for stuff than the frigate. Not sure that's right. Have to play around iwht it some more I think.
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May 1st, 2002, 03:10 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: New Mod: The Art of War Mod
You probably know most of this already, but if this is of any help...
quote: Weapons only works by making an armor component that has low damage (No damage?) weapon ability. Since it's a weapon it gets hit by the weapon only attacks, since it's armor it gets hit before all the other weapons.
I think that p&n has a lot of specialized armor types (engines, weapons, etc). The component is designated "armor" so it is damaged first, but then it has an ability too. So for example, the component can specifically protect against weapon destroying weapons because it is designated "armor" but has an attack capacity (damage 0 at all ranges) so it is also considered a weapon.
quote: damage: 0 0 20 30 40 30 20 0 0 0 0 0
well, okay, not a direct quote, sort of a paraphrase... regardless, weapons that do no damage at close range but more damage at longer range do function quite well. Again, p&n (v2.6) and Ultimate (v?.?) both have weapons with increasing damage, out to a maximum range. Beyond that the damage starts to drop off again. I used the weapons, and had no problems. The weapons were successfully employed by AI, but I only saw them used by weapons platforms (stationary).
I look forward to this mod. Mods are great, it's like getting a new game every time a new one comes out. Keep up the good work!
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May 1st, 2002, 06:38 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: New Mod: The Art of War Mod
Geo,
I've got an old mod gathering dust in the download sections (the 'D-Mod'), you are welcome to use/incorporate/change any of it (new ship classes, anti boarding party weapons etc), as well as the Mount Mod.
The D-Mod had lots of 'extra' weapons as well as some funky facilities. (Decoy missiles to soak up PDC, shield skipping missiles, low damage weapons that can strike VERY far away, Shields that incorporate PDC, regenerating engines, solar engines, Knowledge shrines, etc, etc, etc,).
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May 1st, 2002, 07:08 AM
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Private
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Join Date: Mar 2002
Location: Georgia, USA
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Re: New Mod: The Art of War Mod
Some ideas that may or may not have merit:
- All direct fire weapons have many penalties to hit (say, -50 or so base). Warships will need fire-control sensor arrays (low mass and damage absobtion, high cost) to offset this. Kill the firecon, and the ship is in trouble. Multiple levels are possible, plus hardening, etc. Alternatley, split this to hit bonus between the firecon sensors and the firecon computer (on the bridge). Gives the aux con a reason for being.
No limit on engines per hull. Go as as fast as you want, but if you are all engines, you have room for little else. Also, make engines powerful, but big. A frigate might have only one engine and still go speed 8. Once it's damaged, though....
As weapons improve, don't nessescarily make them longer-ranged or more damaging...lots of improvements are in miniaturization....The APB I is 30Kt, maybe the APB II has the exact same stats but is 25kT.
Wish there was a way to handle MIRVed warheads for missiles, but can't think of one off-hand.
Engines that have zero (or near zero) inherent supply. Requires supply to be put in as "fuel tanks".
I'm sure I'll come up with more, but sleep is overtaking me now <L>.
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May 1st, 2002, 08:57 AM
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National Security Advisor
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Re: New Mod: The Art of War Mod
"Wish there was a way to handle MIRVed warheads for missiles"
Drone. It's pretty much the only way.. then again, drones launched in tactical have unlimited range and you can't pick the targets.
Phoenix-D
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May 1st, 2002, 11:48 AM
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Colonel
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Join Date: Apr 2002
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Re: New Mod: The Art of War Mod
quote: Originally posted by Baron Munchausen:
Well, my physics is not up to snuff at this time so it's hard to give the correct technical explanation. But this is a fact of armor and armaments from armor-piercing anti-tank weapons down to 'bullet-proof' vests and ordinary handgun bullets. The closer you are the LESS effective the round is in penetrating the armor. Granted, beyond a certain range there is a drop off in power due to loss of velocity to friction. But momentum is somehow related to the distance traveled before hitting the armor and it does make the weapon more powerful to travel a greater distance.
Definitely *not* true ... AP penetration is a game of energy, E=1/2 Mv², M is given, v decreases with range (grav + air), so penetration too, always ! Only tweak is that "discarding sabot" rounds could have problems at point-blank range...
Where did you read that ?
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May 1st, 2002, 11:54 AM
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Colonel
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Join Date: Apr 2002
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Re: New Mod: The Art of War Mod
And another idea : why not have "armored cargo/supply" comps, which will have more damage resistance but less free space ?
At the limit we will have "totally armored" comps which will just have damage resistance and no free space, sort of "damage soaking compartments", immune to armor-skipping.
So I'll go for 4 types of comps : normal/lt armored/hv armored/armored only.
This can be setup for any mod, perhaps armor tech requirements should be needed.
Feedback ?
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