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  #11  
Old October 7th, 2001, 09:11 AM

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Default Re: Advice Needed, CompEn. file

No. It cannot go below 1%, at least that I've seen. And my TechMod rockets have -10%; the big guns occasionally have much more than that.

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  #12  
Old October 7th, 2001, 04:28 PM
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Default Re: Advice Needed, CompEn. file

I know for sure. I'd taken a -20% offense racial characteristic, along with religious for the talisman.
Since I had to fight enemies before I'd gotten the talisman, I went with P&N's torpedoes (+15% accuracy, maxtech +25% accuracy).

For most of the game, I had 16% accuracy no matter what, and used swarms of BioCrystal armored ships. Worked out pretty good, since I was maxed out on racial defensiveness, ECM tech, and was using smaller ships.
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  #13  
Old October 7th, 2001, 07:07 PM
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Default Re: Advice Needed, CompEn. file

Ahh, I see. I didn't know this stuff because I'm not in the habit of taking negative mofifiers to weapon to hit chance.

I've got a suggestion: Why not add a weapon mount that gives, say, +100% accuracy, increases the size by 300% or 400%, but doesn't increase damage by much (if at all)? That way, every race could get weapons that have a 99% chance to hit at any range. These no-miss weapons would not be as powerful damage-wise as regular weapons. Religious races would still have the advantage because they could use the Talisman to get the 100% chance to hit and still be able to use Large or Heavy mounts (or whatever). Maybe this mount could be restricted to capitol ships and it could represent a large battery of small weapons, almost guaranteeing that a hit will occur.

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[This message has been edited by Imperator Fyron (edited 07 October 2001).]
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  #14  
Old October 7th, 2001, 08:21 PM
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Default Re: Advice Needed, CompEn. file

Sounds like a good idea Imp....

maybe something like this (using +cost instead of + weight):

Long Name := Target Aquired Gunnery Mount
Short Name := T.A.G. Mount
Description := Massive Computer/Sensor combo that increases 'to hit' ratio and aquires lock onto targets unique 'hull particle' signature....+100% to hit, x10 cost, 500kt min.
Code := T.A.G
Cost Percent := 1000
Tonnage Percent := 100
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 100
Vehicle Size Minimum := 500
Weapon Type Requirement := Direct Fire
Vehicle Type := Ship

Now the only problem for the AI would be that it would use them for Cruisers automaticly as the AI uses the (first) largest mount available in the .txt file it comes across.

Or it could be worked this way (+weight and added cost)..

Long Name := Target Aquired Gunnery Mount
Short Name := T.A.G. Mount
Description := Massive Computer/Sensor combo that increases 'to hit' ratio and aquires lock onto targets unique 'hull particle' signature....+100% to hit, x2 cost, x10 size.
Code := T.A.G
Cost Percent := 200
Tonnage Percent := 1000
Tonnage Structure Percent := 100
Damage Percent := 100
Supply Percent := 100
Range Modifier := 0
Weapon To Hit Modifier := 100
Vehicle Size Minimum := 0
Weapon Type Requirement := Direct Fire
Vehicle Type := Ship

This way it could be added to the beginning of the file (b4 the gatling mounts) and only be used by human players, the AI would still use the 'Pulsed' mounts for Cruisers....This would be similar to my Version of the 'Spinal Mount', with the size increase you could only really put it on LC's or better, (a Meason BLaster would be 200kt, so you 'could' put it on a destroyer, but it would still do normal damage...)

Now would a +25% damage ratio added as well be good, or should damage be kept the same??

Oh yes, and I will be adding a +10% to hit for the Light Weapons Mount, seems good for the range trade off....(Thanks SJ and Imp for that one...)

Any other suggestions/likes/dislikes???

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  #15  
Old October 8th, 2001, 02:34 AM
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Default Re: Advice Needed, CompEn. file

I think that the following would be best:

Cost Percent := 500
Tonnage Percent := 500

If you make the tonnage percent 1000, then this mount would equal 10 normal weapons. If you use normal weapons instead of this mount, you only have to hit with one of them and then this mount is pointless. In my experience, I have always been able to hit with at least 10% of my weapons. If you make the tonnage percent 500, then this mount would only be equal to 5 normal weapons. Without max techs, this mount would allow you to make an effective max-range attack ship. If the tonnage is 1000%, then the ship wouldn't have enough firepower to have an effect on the battle. Sure, he'd always hit, but the enemy would be able to hit with at least a few weapons, and would easily outgun the ship with the accuracy mount.

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  #16  
Old October 8th, 2001, 06:29 PM
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Default Re: Advice Needed, CompEn. file

Thought more about it, 5x sounds like it might work better....Will add the mount...Thank you....


Anyone else?

Edit, thought more about it...5x cost is too much, a Massive mount cost is only 3x, will use 3x instead of 5x, why you ask?, example, a weapon that costs 400 minerals, add the mount, now it is 1200 minerals, add 3 weapons and it is 3600, the cost of some destroyer class ships and no shields/internals have been added yet....

Will definitly have to playtest this one today....(after I get some PBW turns done, I think some games are waiting on me...ooppss ).

[This message has been edited by Deathstalker (edited 08 October 2001).]
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  #17  
Old October 8th, 2001, 06:54 PM
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Default Re: Advice Needed, CompEn. file

OK, here is the re-re-formatted Mounts file..


Added: +15% to hit for Light Mounts
T.A.G. Mount (+100% to hit, 3x cost, 5x size)(ships only so far)

Removed: -10% to hit for ER weapons, made them go against what they were supposed to do....(now if only you could modd for specific ranges, ex +50% to hit at range 8 but +20% to hit at range 9, etc)

All for now, keep those comments rollin' in
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