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  #11  
Old June 18th, 2002, 12:48 AM
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Default Re: Fighters and Missiles

Decoy Missiles:

Name := Decoy Missile I
Description := Missile fired to 'soak up' point-defense so the real missiles get through. Causes minimal damage itself.
Pic Num := 156
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 75
Cost Organics := 0
Cost Radioactives := 75
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 7034
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Military Science
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 2 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 87
Weapon Seeker Speed := 12
Weapon Seeker Dmg Res := 25

From my 'D-Mod', gold Version. To get the desired effect you want just mess with the rate of fire and damage resistance to make them less/more powerful. Also range (less or more) can be a good 'leveler' of power. Speed of the seeker is also a good way to make them more/less powerful in that they can be slower/faster than the normal missiles depending on their level of tech. To get an idea of where these fit in my modd the rest of the missiles were changed as well.

Short Range Missiles- Rate of Fire of 1, range of 6.

External Mount Missiles: Rate of Fire of 30, range varied with tech.

Normal Missiles: ROF reduced to 2

Plasma Missiles: ROF of 2, Skipped Normal Shields.

GodHammer Missiles: ROF of 4, 100-500 damage depending on level.

Armor Skipping Missiles: ROF of 2.

[ June 17, 2002, 23:49: Message edited by: Deathstalker ]
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  #12  
Old June 18th, 2002, 03:00 PM
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Marvin Kosh Marvin Kosh is offline
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Default Re: Fighters and Missiles

Hey guys,

As well as point-defence cannons, what about some sort of anti-missile missile? You could balance them up so you would still need PD cannons (e.g. they need to reload just like regular missiles) but you'd be able to pick off a couple of missiles at range too.

I wouldn't mind seeing some modded PD cannons with pre-requisites from other tech e.g. a bank of meson PD, or graviton PD, or psychic PD, with their own particular strengths and weaknesses.
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  #13  
Old June 18th, 2002, 04:46 PM
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Default Re: Fighters and Missiles

The main difficulty with PD missiles is that they all tend to get fired at the same target.
The AI will keep firing more weapons until the target is destroyed, but since the missiles take time to arrive, the AI launches all the PD missiles.
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  #14  
Old June 18th, 2002, 07:46 PM
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Default Re: Fighters and Missiles

IMHO, one way to possibly increase ftrs somewhat would be to restrict more of the beam weapons that could fire on them. As it is now, PD weapons along with other types are allowed to fire on them, thus increasing the hit odds and reducing their survival rate. Instead maybe just allow PD and maybe only 1 other type to be used against them. Reasoning, possibly, the larger types are to slow to follow the speed of the ftrs.??? In my opinion only

just some ideas mac
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  #15  
Old June 18th, 2002, 07:54 PM

CW CW is offline
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Default Re: Fighters and Missiles

I may do just that in my mod. Big guns with their big inertia shouldn't hit fighters that easily anyway, unless you are very lucky. I believe you can't assign valid target types according to the mount right? Too bad.

[ June 18, 2002, 18:58: Message edited by: CW ]
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  #16  
Old June 18th, 2002, 08:28 PM
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Default Re: Fighters and Missiles

CW, I'm not a modder, but in my opinion, I believe you can restrict what the weapons could fire on with or with out mount sizes, I know in the game when you pick a weapon type it tells you what it can target, don't know if this area is modable but I would think so...

But if your right and you can't set mounts to target specifics, then how about reversing the range. In other words, small more mobile type hit farther with more damage against say ftrs/missles. the larger the weapon and/or mount the less range and smaller amount of damage done, reasoning, the larger the weapon, the heavier, same with mounts, thus bigger would not be better in regards to ftrs/seekers

just some ideas mac

[ June 18, 2002, 19:31: Message edited by: mac5732 ]
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  #17  
Old June 18th, 2002, 09:50 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Fighters and Missiles

Quote:
Originally posted by CW:
I may do just that in my mod. Big guns with their big inertia shouldn't hit fighters that easily anyway, unless you are very lucky. I believe you can't assign valid target types according to the mount right? Too bad.
You can get close to this in effect by setting a minus to hit on larger mounts rather than a plus. Combined with smaller vehicles having defensive bonuses this makes it increasingly hard to hit small ships or drones/sats/fighters with larger weapons. There never was any logical explanation for the 'to hit' bonuses on mounts anyway.

[ June 18, 2002, 20:53: Message edited by: Baron Munchausen ]
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