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  #21  
Old April 15th, 2003, 03:01 AM
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Default Re: New Weapons

create storm.
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  #22  
Old April 15th, 2003, 04:49 AM

Cyrien Cyrien is offline
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Default Re: New Weapons

Quote:
IF we had a special damage type that canceled the 'damage to kill one population' ratio we could have normal weapons able to destroy planet defenses but NOT population at any reasonable rate, and planetary weapons able to use this special damage type and destroy population/facilities without being cranked up to huge damage levels that can paste planet defenses.
You can almost do something like this with some creative modding. Can increase the damage resistance capacity of weapon platforms to higher levels so they can resist damage better. They always get targeted first so before reaching the planet have to blow through them. In addition increase the amount of damage needed to destroy population. Use the only damages population for weapons to kill the actual population and give them the corresponding damage levels to effectively do so. Use all or a combination of these and you can get some very interesting scenarios for planetary combat and invasion. Only thing that is hard is making facilities harder to kill. Only way you can really do this is adding shielding to them which affects the planet as a whole and protects all the units etc as well.

I have some of my own custom mini mods that alter things like this with the good planet invasion AI files to make ground combat much more important for taking over a planet without removing the need for planetary bombardment (to kill the WPs) or the option for glassing the planet (if you invest in bomber ships and the tech).

Would be nice if there were easier ways to do it of course.
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  #23  
Old April 15th, 2003, 06:44 AM
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Default Re: New Weapons

Every shot that hits a planet that could possibly kill a pop (no units left) will kill at least 1 mil pop, regardless of the damage resistance of the pop. Set pop dmg resist. to 10000, and even a 1 dmg weapon kills 1 mil pop per shot.
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  #24  
Old April 15th, 2003, 07:11 AM

Taera Taera is offline
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Default Re: New Weapons

here's an idea - raise ALL weapon reloads by 1.
Now talk about the usefulness of gatling weapons.
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  #25  
Old April 15th, 2003, 07:20 AM
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Default Re: New Weapons

bigger gatling weapons?
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  #26  
Old April 15th, 2003, 09:50 AM
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Default Re: New Weapons

For all of those that like technology, ie advanced sensors and master computers. An anti-sensor or computer weapon is a good counter technology. Basically a weapon that skips shields and armor and manipulates ship movement and firing mechanisms by a computer virus.

The higher up the technology tree for these anti-computer weapons, the more random the movement and weapons fire. Good weapon to break up formations. Alternate sub techs, could be complete sensor black outs, so no bonus are granted and no scanners could be utilized.

Like the warp cannon that causes a ship to randomly move, it could also randomly cause the ship to fire at anything, even allies. I don't know if the second part could be modded, but it would lead to new counter strategies, which would involve that highly advanced fleet to be retrofitted with the good ol basic bridge. The basic bridge would be immune to such devices (in game terms) because of the high degree of manual automation, versus higher computer automation with advanced targeting sensors, master computer, ect.
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  #27  
Old April 15th, 2003, 10:03 AM
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Xaren Hypr Xaren Hypr is offline
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Default Re: New Weapons

Another component-specific weapon (tho not currently do-able, unfortunately):

Religious Talisman-only Missles...yes/no?
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  #28  
Old April 15th, 2003, 10:19 AM

Askan Nightbringer Askan Nightbringer is offline
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Default Re: New Weapons

I'de like to see "artillery" style ships. Huge range weapons (various types) with enough of a bonus to hit to get rid of the range penalties, slow moving in combat and easy to hit.
Make not breaking formation a strategic option.
Can you restrict components to only certain hulls?

Askan
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  #29  
Old April 15th, 2003, 03:45 PM

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Default Re: New Weapons

Quote:
Originally posted by Askan Nightbringer:
I'de like to see "artillery" style ships. Huge range weapons (various types) with enough of a bonus to hit to get rid of the range penalties, slow moving in combat and easy to hit.
Make not breaking formation a strategic option.
Can you restrict components to only certain hulls?

Askan
Yeah, something like a siege cannon, 1000 kt big.
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  #30  
Old April 15th, 2003, 11:26 PM
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Default Re: New Weapons

railguns. nuetronium railguns. antimatter nuetronium railguns.
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