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April 15th, 2003, 03:01 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: New Weapons
create storm.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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April 15th, 2003, 04:49 AM
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First Lieutenant
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Join Date: Sep 2000
Location: Texas
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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.
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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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April 15th, 2003, 06:44 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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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April 15th, 2003, 07:11 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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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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April 15th, 2003, 07:20 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: New Weapons
bigger gatling weapons?
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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April 15th, 2003, 09:50 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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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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April 15th, 2003, 10:03 AM
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Corporal
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Join Date: Mar 2003
Location: Tempe, AZ
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Re: New Weapons
Another component-specific weapon (tho not currently do-able, unfortunately):
Religious Talisman-only Missles...yes/no?
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April 15th, 2003, 10:19 AM
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Corporal
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Join Date: May 2001
Location: Sydney, Australia (the 3rd island!)
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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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April 15th, 2003, 03:45 PM
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Second Lieutenant
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Join Date: Feb 2003
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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
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Yeah, something like a siege cannon, 1000 kt big.
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When somebody says he is going to kill you.........believe him. -Holocaust survivor
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April 15th, 2003, 11:26 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: New Weapons
railguns. nuetronium railguns. antimatter nuetronium railguns.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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