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  #31  
Old January 9th, 2003, 06:14 AM

Taera Taera is offline
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Default Re: New Weapon Concepts

hey ed, Last time i checked it was Stars! not Stars?
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  #32  
Old January 9th, 2003, 09:29 AM
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Default Re: New Weapon Concepts

A reflective shield that causes enemies' attacks to reflect back at them and damage them instead.

A corrosion attack that continues to do damage for several rounds after hitting.
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  #33  
Old January 9th, 2003, 06:59 PM
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Default Re: New Weapon Concepts

Similar to the reflective shield, I would add a new computer attack that causes enemies to target ships in their own fleet. It would be fun watching an enemy fleet basically attack itself in tactical combat!
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  #34  
Old January 9th, 2003, 07:11 PM
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Default Re: New Weapon Concepts

Quote:
Originally posted by Dobian:
Similar to the reflective shield, I would add a new computer attack that causes enemies to target ships in their own fleet. It would be fun watching an enemy fleet basically attack itself in tactical combat!
Unless of course it was happening to your fleet.
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  #35  
Old January 9th, 2003, 07:24 PM
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Default Re: New Weapon Concepts

Is it possible to make a weapon mount that increases the rate of fire? I don't have the txt files here in front of me or I'd check. Like a 'gatling mount', or some such.
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  #36  
Old January 9th, 2003, 07:33 PM
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Default Re: New Weapon Concepts

That would be an interesting computer virus. Similar to the Allegiance Subverter but perhaps a more advanced weapon in the Computer Combat line.

This weapon could turn a ship to fire on its allies. Unlike the Subverter, the effect would be temporary, say one or two rounds of tactical combat. I would say one round, but the results would be startling.
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  #37  
Old January 9th, 2003, 09:15 PM
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Default Re: New Weapon Concepts

Quote:
Is it possible to make a weapon mount that increases the rate of fire?
Deathstalker's Mount Mod has a "Gatling Mount", but the way he does them is to make them 1/10 the size and damage of normal mounts (so effectively you get 10x as many shots in the same amount of tonnage space). He gave them a small to hit bonus, as well.
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  #38  
Old January 9th, 2003, 09:35 PM

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Default Re: New Weapon Concepts

Quote:
Originally posted by Suicide Junkie:
quote:
It would have to be

1 1 1 50 40 30 20 10 0 ...

SE IV interprets the first 0 in the series as "out of range".
Actually, the zeros work fine.
The weapon won't fire at those ranges, but will fire normally if you step back into firing range

Does having 0's cause any troubles in Strategic combat?

[ January 09, 2003, 19:35: Message edited by: spoon ]
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  #39  
Old January 9th, 2003, 10:07 PM
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Default Re: New Weapon Concepts

Quote:
Originally posted by capnq:
quote:
Is it possible to make a weapon mount that increases the rate of fire?
Deathstalker's Mount Mod has a "Gatling Mount", but the way he does them is to make them 1/10 the size and damage of normal mounts (so effectively you get 10x as many shots in the same amount of tonnage space). He gave them a small to hit bonus, as well.
I would think that they should recieve a penalty to hit, instead of a bonus... real gatling/chain/miniguns tend to be real innaccurate - they hit mostly from pure rate of fire. The fact that you can have some of them hit instead of the all-or-nothing of a single simple weapon might be all the increase in to-hit that they're due. Just my two pennies tho.
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  #40  
Old January 9th, 2003, 11:38 PM
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Default Re: New Weapon Concepts

How about an armor/weapon combo that absorbs an attack and then uses the energy to fire back at the enemy? Sort of like the "Mauler" weapon from SFB coupled with the energy absorbers used by Andromedans in SFB.
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