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  #11  
Old August 2nd, 2002, 06:45 PM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

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Well, if you wanted to make the equivalent of the SW galaxy gun it could work.
What, with a planet-destroying drone as the torpedo fired from the GG? That would be sweet. A little unbalanced, perhaps, but sweet.
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  #12  
Old August 2nd, 2002, 06:52 PM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

Quote:
Originally posted by Singollo:
What, with a planet-destroying drone as the torpedo fired from the GG? That would be sweet. A little unbalanced, perhaps, but sweet.
I kind of doubt that would work with the current code. You could make a uberdrone that would exterminate all life on the target planet I think. But to actually destroy the planet you need a component that does that. And I don't think those can be put on drones. You can't destroy a planet during combat is what I mean.

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  #13  
Old August 2nd, 2002, 07:02 PM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

Right, I'm not making a case for the existence of such a weapon within the game's framework; I'm just responding to the reference to the galaxy gun with a "hey that would be pretty cool" comment. I have no idea how one would go about modding such a ship....it would involve the creation of a component that, when used (outside of combat of course), destroys the ship upon which it is mounted in addition to the planet. Is that kind of thing even possible?
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  #14  
Old August 2nd, 2002, 07:06 PM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

Hmmm, IIRC the planet destroyer doesn't destoy the ship itself. So I think that would require a hardcode change. There is a "component destroyed on use" ability, but I don't think there is a "ship destroyed on use" ability. Colony ships and ring/sphere world comps do that, but it's inherrant. It's not a separate ability.

Steallar destroyers destroy the ship, but it's incidental because everything in the system is destroyed by the act of destroying the sun. The comp itself doesn't destroy the ship I think.

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  #15  
Old August 2nd, 2002, 08:14 PM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

Hmm. What about the self-destruct device component? How does that work? I never build ships with self-destructs, so I confess to complete ignorance of how they function. I know that it's an option that you can choose from the scrap/analyze/etc. window, but does it have any sort of "use" ability to it? If so, this hypothetical new component could simultaneously perform the "destroy planet" and "self-destruct" functions.

This is all kind of silly, of course, because a weapon like this would be fairly ridiculous. Being able to destroy a planet from halfway across the quadrant, or even from just a few systems away, is kind of ludicrous. It's fun speculation, though.
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  #16  
Old August 3rd, 2002, 08:29 PM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

LoL that might be nice. I was toying with that idea also of planet killers killing the ship. I was also thinking of making certain Ra'Shrakil ships ( In LR mod) able to survive Sun-destroyers.As for killing all life in the planet youll see alot of those in LR i have some warheads that singe a planet to a crisp killing anything on it and rendering it useless. Nice thread though. And BTW a lil OT but whats a good speed for a FTL ship?
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  #17  
Old August 3rd, 2002, 09:29 PM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

Quote:
Originally posted by Singollo:
If so, this hypothetical new component could simultaneously perform the "destroy planet" and "self-destruct" functions.
You could give a component both abilities, but there would be now way to automatically trigger both simultaneously. They are triggered by seperate orders. Again that would require a hard code change.

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And BTW a lil OT but whats a good speed for a FTL ship?
c+n?
Heheheheeheheeheheehe. I love physics humor.
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