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  #51  
Old January 13th, 2007, 12:36 AM

Spectarofdeath Spectarofdeath is offline
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Default Re: SE V: Unique Abilities And Ideas

I wonder...if you were to add "Submarines" into the game as a seperate class, what would you call them? The only things I can think of is "Raiders" "Stealth <insertclasshere>". I thought about interdictors but that doesn't fit.
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  #52  
Old January 13th, 2007, 01:01 AM
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Default Re: SE V: Unique Abilities And Ideas

How are you using the "Submarine"? Is it a ship, a fighter, a unit like drones? Whatever you intend to use it as; is what you will add it as. If you are looking for something in specific that you want to add flesh out the details and one of use can build it for you. As it is now I'm afraid your question is too vague for me to answer clearly.
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  #53  
Old January 13th, 2007, 01:05 AM

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Default Re: SE V: Unique Abilities And Ideas

A ship with stealth or cloaking abilities but in it's own class. Like Frigates, Destroyers, Cruisers, Battleships. The equivlent we have for a ship that can "cloak" is Submarine, but thats not going to work in space.
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  #54  
Old January 13th, 2007, 02:06 AM
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Default Re: SE V: Unique Abilities And Ideas

This should be what you are looking for I think. Also I sent it to you by PM.
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File Type: txt 486909-Sub_Example.txt (7.9 KB, 117 views)
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  #55  
Old January 13th, 2007, 02:46 AM

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Default Re: SE V: Unique Abilities And Ideas

Right, lol Sorry to confuse you, but I meant what would you CALL it as a class.
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  #56  
Old January 13th, 2007, 03:12 AM
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Default Re: SE V: Unique Abilities And Ideas

LOL; Ok I understand what you are asking for now. Well than the answer to that is a matter of opinion. Personally I have always called them Scouts. I have heard scouts described as other things though. To me if a ship is sneaking around trying to look where it knows it shouldn't it is a Scout. Everything else is an Explorer. Naturally you want a Scout to be stealthy so there you go! My .02$
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  #57  
Old January 13th, 2007, 03:22 AM

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Default Re: SE V: Unique Abilities And Ideas

Hmmm...I thought about scout, but to me that implies a small, fast ship. What I was thinking about was AT original idea of a "Submarine" in space. Think, Romulan Warbird or Klingon Bird of prey. Something flying through enemy space undetected trying to find easy or undefended targets to destroy. To me scout just doesn't work. I was thinking about using "Raider" to define the class, but I wonder if maybe I should just do something like "Stealth Cruiser".
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  #58  
Old January 14th, 2007, 07:03 PM

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Default Re: SE V: Unique Abilities And Ideas

Quote:
the game restricts the accuracy to the range of 1% to 99%.
Can you confirm this? I'm trying to put your excellent idea to use, but I'm finding that with 50ms PD guns and a -999 accuracy modifier formula, they don't hit *anything*. Tried this with a maximum of 15 PD guns, but every missile still got through every time. Lowered the acc modifier to -90% but then it became sort of overpowered even with only 4 PD guns. Putting it somewhere inbetween 90-99% should be fine, but then comes the problem with racial modifiers and such again, that's why I'd like to know if you can confirm the 1% chance to hit minimum part.
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  #59  
Old January 14th, 2007, 07:28 PM
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Default Re: SE V: Unique Abilities And Ideas

Well, until recently, my troops had a net modifier of -30% to hit because the +100% wasn't working. (I put +100/-100 on them to make fighter weapons inaccurate against ground targets, except for the bombs)

Naturally, all the troops with ammo requirements ran out of ammo before a noticable hit was scored. But with a pile of laser troops zapping away, they eventually get got a hit flare.
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  #60  
Old January 14th, 2007, 07:30 PM

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Default Re: SE V: Unique Abilities And Ideas

Bad news, your idea reveals a big flaw with the combat engine, SJ. With time speed-ups you will get completely opposite results between missile ships and regular weapon ships with PD. On 8X time rate the PD appears to completely shut down, making all the missiles go through, even if no missiles get through at 1X. This is the case for both tactical and strategic combat. Doh.
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