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  #41  
Old January 24th, 2005, 04:59 PM

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Default Re: Carrier Battles Mod

Suicide:

The more you describe your idea, the better it sounds. Can't wait to check it out.
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  #42  
Old January 24th, 2005, 10:10 PM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
...
Added the cannon mounts. From 20mm to 100mm in 5 steps. -10% accuracy per level, variable increases in damage power up to +70% for the biggie. The biggest two get a range increase as a bonus.
Weapon size scales as radius squared, so you get the whole gamut from 2kt guns to 50kt guns.
...
Hmm. Doesn't this mean that 2kT guns have much more firepower AND accuracy than the same tonnage of larger guns? Or is the 70% firepower advantage calculated per kT, so the 50kT gun actually does 50/2 x 1.7 = 42.5 times the damage of a 2kT gun?

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  #43  
Old January 24th, 2005, 10:14 PM
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Default Re: Carrier Battles Mod

+70% in damage/kt/turn
Plus the fact that they're huge makes them do tons of damage

so the 2kt gun might do 2 damage, while the 50kt gun does 85 ish.
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  #44  
Old January 24th, 2005, 10:16 PM
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Default Re: Carrier Battles Mod

Don't quote me on this, but isn't that true in reality? Take a .22 caliber rifle and scale it up to a 16 inch bore and (ignoring physics) it'll outperform a 16 inch battleship gun.
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  #45  
Old January 25th, 2005, 04:28 AM
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Default Re: Carrier Battles Mod

So, how are missiles going to be handled?
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  #46  
Old January 25th, 2005, 02:01 PM
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Default Re: Carrier Battles Mod

Could you be more specific?
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  #47  
Old January 25th, 2005, 02:13 PM
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Default Re: Carrier Battles Mod

Suggestions for weapons.

Rock slinger I - X gives way to
Space Bow I - X gives way to
Star Bow I - X gives way to
BB Gun I - X gives way to
Enhanced BB Gun I - X gives way to
Slug Gun I - X gives way to
Bore Gun I - X gives way to
Cannon I - X gives way to
DUC I - X gives way to
Gas Laser Gun I - X gives way to
Chemical Laser Gun I - X gives way to
Phased Energy Cannon I - X gives way to
Phasers I - X gives way to
Enhanced Phasers I - X gives way to
Poloron Beam I - X gives way to
Phased Poloron Beam I - X gives way to
Wave Motion Gun I - X
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  #48  
Old January 25th, 2005, 02:58 PM
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Default Re: Carrier Battles Mod

The way I see weapons is a set of advantages and disadvantages...

Eg:
DUC: average
Ripper - very short range, + high damage
Laser: + Long range, - less damage, + low supply use
Torpedo: + accuracy bonus, - less damage
and so on.
SE3 style, sort of, with it being mostly a balanced tech hedge rather than a tall tech tree.

---

Missiles will be the only things with serious range, probably 20 + no fizzle.
There will probably be a comparable number of missile types to DF weapon types, with tradeoffs in:
- damage vs speed vs hitpoints vs warhead type vs reload rate vs cost and such.
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  #49  
Old January 25th, 2005, 07:17 PM
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Default Re: Carrier Battles Mod

I think a thickness mount for armor will be good too:
EG:
Steel Armor Plating I
size - 1
HP - 3

Then we have mounts:
1-inch plating: size x1, hp x10
2-inch plating: size x2, hp x18
3-inch plating: size x3, hp x24
4-inch plating: size x4, hp x32

The rationale being as follows:
Thicker plating is less efficient in hp/kt, however the large hp per component makes it less leaky, and also improves the performance of any leaky shields which are still operating.

For example, the 1-inch steel plating (when shields are not destroyed) will be immune to weapons of less than 30 damage per hit.
4-inch plating, on the other hand, will have 80% the structural strength of the thin armor, but will be immune to weapons of less than 96 damage.
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  #50  
Old January 25th, 2005, 07:33 PM
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Default Re: Carrier Battles Mod

I suggested something like this for Adamant a while back (well, I suggested standard armor and then light and heavy armor mounts) but Fyron said it would be too complicated; he only wanted 2 types of armor

Just a silly question... why are you measuring the gun bores in millimeters but the armor in inches?

edit: oh, and maybe it would be good to have a "default" thickness for armor - in other words, instead of your scheme where the armors have 3 HP unmounted and the mounts raise their hitpoints by factors of 10-32, have the armors 30 HP unmounted and have the mounts raise their hitpoints by factors of 1 (no raise) to 3.2. That way if you forget to use a mount on your armor you're not screwed, you just get a "default" 1-inch armor
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