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Old June 25th, 2002, 01:07 AM

Shadowstar Shadowstar is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Quote:
Originally posted by Suicide Junkie:
Note that damage to troops is not tracked at the component level. Either the entire troop fully operational, or it is completely destroyed.
Any "backup" components will never be used.

Also, be watch the damage per kt on the weapons.
A meson bLaster may do 20 damage using 20 kT, but a small meson bLaster does 5 damage using only 2 kT.
Ok, so I can remove the emergency backup system for the vehicles.

I haven't actually changed any of the weapons around, aside from the ground cannon which I'm developing into more of an infantry-only weapon (renaming it combat kits I, II, and III - basically provides enough standard issue weapons/equipment for the entire unit.) Right now the only thing preventing a player from using combat kits on a vehicle is that the combat kits are pretty useless for anything but infantry.

It's still in development, but I'm thinking about creating a whole set of weapons designed specifically for infantry. They would be small enough so that infantry could carry them, but I would also like to prevent vehicles from mounting them in huge masses (I think it would look and work strangely). I suppose the best way to do that is by using damage per kt, and just give the troop weapons a worse ratio, and low building/maintenance costs so that they are ideal for infantry.

What effect (if any) does weapon range have on ground combat? Or is it all about the damage?
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