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January 24th, 2005, 04:59 PM
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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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January 24th, 2005, 10:10 PM
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National Security Advisor
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Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
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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.
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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?
PvK
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January 24th, 2005, 10:14 PM
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Shrapnel Fanatic
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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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January 24th, 2005, 10:16 PM
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First Lieutenant
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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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January 25th, 2005, 04:28 AM
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Captain
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Re: Carrier Battles Mod
So, how are missiles going to be handled?
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January 25th, 2005, 02:01 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Could you be more specific?
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January 25th, 2005, 02:13 PM
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Shrapnel Fanatic
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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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January 25th, 2005, 02:58 PM
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Shrapnel Fanatic
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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.
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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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January 25th, 2005, 07:17 PM
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Shrapnel Fanatic
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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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January 25th, 2005, 07:33 PM
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General
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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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