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  #51  
Old July 29th, 2003, 08:03 PM
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Fyron Fyron is offline
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Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by Loser:
How about Warhead?

Does that work on Troops?
No. Troops can not ram.
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  #52  
Old July 29th, 2003, 08:07 PM

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Default Re: Psychology mods? Increasing the role of troops?

How do mines work then? Do they have a ram action? Could the mine mechanics be used on a planet to simulate booby traps, heavy defense, etc.?
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  #53  
Old July 29th, 2003, 08:10 PM

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Default Re: Psychology mods? Increasing the role of troops?

Boy, I'm full of questions today. I'm at work so I can't check the game. I just have the txt files here.

Can a ship ram a planet?
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  #54  
Old July 29th, 2003, 08:16 PM

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Default Re: Psychology mods? Increasing the role of troops?

OK, here's some ideas for Planetary Assault Mod:

1)Only special Planetary Assault ship weapons can target planets. Increase choices of assault weapons, some have range, some are special shield depleters, fighters gain some assault, cyclonic torpedos, virus missiles, long range neutron weapons

2)Increase options for troops

3)Make WP strictly defensive. Possibly only mount PD cannons of various kinds. This turns planetary assaults into the realm of fighters, mines, and troop landings
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  #55  
Old July 29th, 2003, 08:21 PM

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Default Re: Psychology mods? Increasing the role of troops?

Question: Is reload time ignored for Weapon Platforms?
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  #56  
Old July 29th, 2003, 08:26 PM

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Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by KnidVermicious:
a ship ram a planet?
Yes.
Quote:
Originally posted by KnidVermicious:
3)Make WP strictly defensive.
They already are, they can't go attack anyone.
Quote:
Originally posted by KnidVermicious:
Question: Is reload time ignored for Weapon Platforms?
No.

{edit: posted question, not answer.]

[ July 29, 2003, 19:48: Message edited by: Loser ]
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  #57  
Old July 29th, 2003, 08:34 PM

KnidVermicious KnidVermicious is offline
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Default Re: Psychology mods? Increasing the role of troops?

I guess I mean more defensive in a Point Defense way. Since no-planet regular ship weapons will not be able to counter current weapon platforms, I think this will make planetary assault too difficult. I want them to be able to land troops and duke it out on the ground.

I want to see fighters assaulting and defending airspace. Mines placed around the planet damaging assaulting troopships. A ring of specialized attacking ships launch anti-planet missiles to soften the planet (or nuke it totally) with WP acitng as AAA against fighters and missiles. I also would like to see WP's with shield stripping or engined damaging weapons and tractor/repulser weapons because it sounds like fun. I want to get away from the "big guns slag the planet from space while big guns shoot up at the warships" thing we have now.

I want to make planetary assault more important. Hopefully not impossible, but definitely more interesting.
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  #58  
Old July 29th, 2003, 08:39 PM

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Default Re: Psychology mods? Increasing the role of troops?

That's a great goal.

Cook up the mod real quick and throw it on PBW.
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  #59  
Old July 29th, 2003, 08:40 PM
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Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by KnidVermicious:
How do mines work then? Do they have a ram action? Could the mine mechanics be used on a planet to simulate booby traps, heavy defense, etc.?
Mines are special. They just do their warhead damage to vehicles entering the sector.
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  #60  
Old July 29th, 2003, 08:42 PM

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Default Re: Psychology mods? Increasing the role of troops?

Question: If sattelite's had fast, long range missiles would that counteract the disadvantages of putting them on a planet (ie they will probably end up on the wrong side)

What is the max speed you can put on a missile?

Loser, I think you forgot the answer to "Can a ship ram a planet?" in your post.
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