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October 6th, 2001, 10:45 PM
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BANNED USER
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Location: Toronto, Canada
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Re: Next Version of P&N: suggestions
How about boarding shuttles?
Create a new ship type like a fighter (only slightly larger (40kT?) and a new smaller boarding component (10k) and a shuttlebay component for ships to launch the boarding shuttles? Than a pirate ship could launch a few shuttles to take over an enemy ship...
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"Reality is a nice place to visit, but I wouldn't want to live there."
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October 6th, 2001, 11:08 PM
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Shrapnel Fanatic
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Re: Next Version of P&N: suggestions
Unfortunately, Boarding parties don't work on fighters. Unless that changes in the next patch, it won't work
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October 10th, 2001, 06:48 PM
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Private
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Re: Next Version of P&N: suggestions
Has anyone ever tried to make Huge Spinal mount weapons? (I know there are the different standard "Mounts" based on tonnage)
I was thinking of several Hulls built around the mount.Only one mount possible on any given hull size. Weapon does HUGE amounts of damage and uses HUGE amounts of supplies. This would probably have to be a fleet ship as it would strictly be a support system for the weapon. Cargo bays full of supplies(Batteries?) and solar panels to replenish the supplies for a second shot. Possibly something like the shield regenerator that regens the weapon faster.
Star Fleet battles had a similar thing for the Romulans. I think it was called a "Mauler"
Not really a pirate weapon, but a good Anti-Piracy weapon! :-> (Also what a prize if you capture her intact!)
Any thoughts?
RhineStone Cowboy
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October 10th, 2001, 07:32 PM
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Lieutenant General
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Re: Next Version of P&N: suggestions
there are spinal mounts in devnull, and planetary core mounts in P&N. as far as i know, you cant increase supply usage on a mount, and if you could then supplies still do not effect your ability to shoot, only to move.
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October 11th, 2001, 12:28 AM
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Second Lieutenant
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Re: Next Version of P&N: suggestions
fighter missiles- I have these in my mod. The Ai fighters do have to be adjusted - I can post the mod inthe mod forums if anyone is interested. let me know
Seekers in my mod move alot faster.
CSM move 11
Plasma move 12-15
and all others move 12
Name := Small Missle I
Description := Standard fighter anti-ship missile.
Pic Num := 88
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2520
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Fighters
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := pLastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 10
Weapon Seeker Dmg Res := 15
Name := Small Phased Missle I
Description := Fighter Missile with a phased polaron warhead.
Pic Num := 161
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2521
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 4
Tech Area Req 2 := Phased-Energy Weapons
Tech Level Req 2 := 4
Tech Area Req 3 := Fighters
Tech Level Req 3 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0
Weapon Damage Type := Skips Normal Shields
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := pLastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 10
Weapon Seeker Dmg Res := 15
Name := Small Null - Space Missile I
Description := Fighter Missile with a null - space warhead.
Pic Num := 255
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 800
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2522
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Null-Space Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Missile Weapons
Tech Level Req 2 := 6
Tech Area Req 3 := Fighters
Tech Level Req 3 := 3
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := pLastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 10
Weapon Seeker Dmg Res := 15
HERE IS AN EXAMPLE OF HOW THE FIGHTERS had to be change in the design creation data files. They worked out well. The fighters still use armor shields , sensors and other components per the original designs. Most AI fighters use 1 missile - although a couple AI races in my mod will put 2-3 missiles on some fighters!
The Abbidon
Name := Fighter
Design Type := Fighter
Vehicle Type := Fighter
Default Strategy := Fighter Attack
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 4
Desired Speed := 20
Majority Weapon Family Pick 1 := 5
Majority Weapon Family Pick 2 := 100
Majority Weapon Family Pick 3 := 101
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 113
Secondary Weapon Family Pick 2 := 100
Secondary Weapon Family Pick 3 := 101
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 0
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 0
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 50
Secondary Comp Ability := Weapon
Num Misc Abilities := 3
Misc Ability 1 Name := Combat To Hit Defense Plus
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Combat To Hit Offense Plus
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Shield Regeneration
Misc Ability 3 Spaces Per One := 800
[This message has been edited by AJC (edited 10 October 2001).]
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October 11th, 2001, 03:00 AM
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First Lieutenant
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Re: Next Version of P&N: suggestions
For new weapons,
Is it possible to make a weapon that specifically targets the self-destruct component? Put it in the computer warfare Category I guess... a group of elite hackers remotely messing with the control features of the other ship. Heck, you could have one component that shuts down (read destroy) the self-destruct, and another that sets off the self-destruct! This would definitely decrease the number of people using the self-destruct component as defence from pirates in the mid to late game. Suddenly everyone will need to build the defence marine guys (defence parties?) to protect their ships. I think this would cause players to deeply consider their options when designing their ships... the mind games could be very fun.
And how about beaming marines across (capture from a distance weaponry). A short range direct fire weapon with the 'boarding party' effect would do (hopefully it's possible). This would differ from the psychic line of attacks in that defence marines would counter the attack. Any self-destruct mechanisms would still go off, but probably shouldn't destroy the attacking ship because the ships were never docked. The supply use would be astronomical, and the component very expensive in Radioactives. I don't know if the component would be destroyed after use (it's the marines that die after all) or should just have a firing rate of 15+ (gotta make some new red shirts for the next group of 'volunteer' marines).
Lastly, each of these weapons could be small, super high speed attack pods with small Groups of stormhackers/stormtroopers in them. To do this I propose a missle that has good to excellent damage resistance but moves slightly slower than most missles. Change the damage type to either destroy the self-destruct component(when shields are down) or attempt ship capture (when shields are down).
Just some new weapon ideas. I hope some are feasable.
-Jimbob
[This message has been edited by jimbob (edited 11 October 2001).]
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October 11th, 2001, 03:20 AM
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Shrapnel Fanatic
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Re: Next Version of P&N: suggestions
Fighter-launched seekers: Sounds good, but the damage will have to be vastly increased. Fighter's rocket pods in the normal game do almost 10x the damage.
Ship capture is an ability, not a weapon type, so we can't put it on missiles or ranged weapons. I tried a boarding component for fighters, but SE4 dosen't even bother to check for its existance on units.
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October 11th, 2001, 06:23 PM
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Private
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Re: Next Version of P&N: suggestions
What do you mean ship capture is only an ability and can't be used in beam weapons? If so, how do allegience subverters work? They are ranged and make ships switch loyalties. Why would it not work?
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October 11th, 2001, 07:01 PM
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National Security Advisor
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Re: Next Version of P&N: suggestions
Different ability.
Ship capture sets off SDDs, converter doesn't. Ship capture works on MCs, converter doesn't.
Phoenix-D
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October 11th, 2001, 08:18 PM
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Second Lieutenant
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Re: Next Version of P&N: suggestions
I tried higher damages with the fighter missiles, it gets a bit overwhelming since the PD only usually get to fire once since they are moving so much faster in my mod. The Fighters are firing the seekers in swarms. so 100 fighters with 1 missile each in my mod can do up to 500pts damage per volley and the shear number of fighter missiles can quickly overwhelm point defenses...
the null space missiles are particularly nasty!
If the missiles were slower - then maybe more damage would be workable.
[This message has been edited by AJC (edited 11 October 2001).]
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