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  #21  
Old January 31st, 2003, 12:58 AM

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Default Re: Weapons, engines and mods, Oh my!

Quote:
Originally posted by capnq:
Another major obstacle to any "balance" mod is that no two people agree on how to achieve "balance".
That's another reason why MM should drive it.
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  #22  
Old January 31st, 2003, 02:07 AM

Gryphin Gryphin is offline
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Default Re: Weapons, engines and mods, Oh my!

I'd like to suggest a few folks:
Agree on all of the factors that go into a wepons system such as Cost, size, Fire rate, Research points....etc..
Then design 2 weapons that are, "ballenced" in SE IV terms.
Not something I'm capable of.
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  #23  
Old January 31st, 2003, 02:28 AM
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Default Re: Weapons, engines and mods, Oh my!

Torpedoes should not be able to targe all but seekers. They should only be able to target ships, bases and planets. You can't bLast small things like fighters with Torpedoes very well.
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  #24  
Old January 31st, 2003, 05:27 AM
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Default Re: Weapons, engines and mods, Oh my!

Click for a variety of points of view on game balance
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  #25  
Old January 31st, 2003, 05:40 AM

Gryphin Gryphin is offline
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Default Re: Weapons, engines and mods, Oh my!

Fyron you are quite correct.
By todays standards
Torpedos are water born
Fighters are air born
"And never the twain shall meet
Till sky and sea stand presently at Gods great judgement seat"
< with apologies to Rudyard Kipling >
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  #26  
Old January 31st, 2003, 05:46 AM
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Default Re: Weapons, engines and mods, Oh my!

If torpedoes fired every turn and could hit all targets... they'd be just another weapon like most others. It would remove more from the game than it added. The question isn't so much "What should a Twinkie Torpedo do?" but "What combinations of pros and cons are interesting and neither worthless nor clearly better than all other choices?"

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  #27  
Old January 31st, 2003, 06:36 AM

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Default Re: Weapons, engines and mods, Oh my!

I can agree on that Fyron. But it didn't show ships/planets/bases. only ships/planets.

I have not got to check out fighters yet. But what about smaller weapons? The AMT has a little brother that that looks like a powerhouse. You can't have the "smaller" Version of a weapon when no "bigger" Version is there. Maybe that is their only purpose.
well, you can, but people would say "where are the bigger torpedoes?".

I think the problems is in that, earth based torps can go where missles can't (underwater), and visa-versa. There are not limiters like that in this game.

Now, if torp weapons were immune to the effect of nebula on scanners.... they might have that specific purpose. I have only had one nebula battle, and was not looking to see if ship based scanners still worked or not. tis an idea, anyway.
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  #28  
Old January 31st, 2003, 07:22 AM
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Default Re: Weapons, engines and mods, Oh my!

Hey all. Well I'm currently working on a mod to tweak things a bit. Here is a list of things I'm changing.

Ship size:
-Allowing Frigate an extra engine.
-Tweaking size of BB, DN, Baseship, Battlestation, and Starbase.

Weapon tweaks:
-torpedos get +15% to hit and and reduced size by 10k
-MIssiles are reduced in size by half.
-Plamsa Missile is reduced in size by 10k and can now peirce armor.
-High Energy Weapons (Ripper,Incinerator,Wave Motion) cause Double damage to sheilds.
-Graviton Hellbores can now pierce all shields
-Making firing rate of relic weapons 5 instead of 30.
Still working on the others. Let me know what you think. I feel now that missiles can truly be used. Torpedoes are finally a valid option. The other weapons also have pluses worth looking at.

[ January 31, 2003, 20:12: Message edited by: atomannj ]
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  #29  
Old January 31st, 2003, 10:07 PM
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Default Re: Weapons, engines and mods, Oh my!

Ship size:
-Allowing Frigate an extra engine from 6 to 7.
-Tweaking size of BB to 900kt, DN to 1200kt, Baseship to 2000kt, Battlestation to 1500kt, and Starbase to 3000kt.

Weapon tweaks:
-torpedoes get +15% to hit and reduced size to 40k
-Missiles are reduced in size to 25k.
-Plamsa Missile stays at 50k but can now pierce armor.
-High Energy Weapons (Ripper,Incinerator,Wave Motion) cause Double damage to sheilds.
-Graviton Hellbores can now pierce all shields
-Massive Shield Depleter reload set to 5
-Massive Ionic Disperser reload set to 5
-High-Energy Discharge Weapons (ripper,incinerator,wave motion gun) have the Double Damage To Shields

I will post my completed mod asap. Let me know what you think.
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  #30  
Old January 31st, 2003, 10:15 PM

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Default Re: Weapons, engines and mods, Oh my!

Quote:
Originally posted by atomannj:
[QB]Ship size:

Weapon tweaks:
-torpedoes get +15% to hit and reduced size to 40k
-Missiles are reduced in size to 25k.
-Plamsa Missile stays at 50k but can now pierce armor.
-High Energy Weapons (Ripper,Incinerator,Wave Motion) cause Double damage to sheilds.
-Graviton Hellbores can now pierce all shields
-Massive Shield Depleter reload set to 5
-Massive Ionic Disperser reload set to 5
[QB]
Could be interesting: I'd recommend the following:

torpedoes: give a higher bonus to hit. Like +30.
missiles: 25kt seems too drastic. I'd make them 40kt and a lot cheaper.
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