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February 4th, 2004, 07:51 PM
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Re: StarFire Mod v-Beta 2
Re: Missile Interdiction.
It's possible to have a weapon do multiple damage to shields. Is it possible to have a weapon do normal damage to shields and multiplied damage to everything else?
If so, set up missiles to do that. Then, add a small shield generating function to engines. Not much, 10 points per engine regenerative. The end effect; if you knock out the shields and the "drive field", the missiles slam home for massive damage.
Yeah, yeah, the engines will still be there. Life's imperfect.
Glad to help.
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February 4th, 2004, 09:55 PM
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Shrapnel Fanatic
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Re: StarFire Mod v-Beta 2
Quote:
It's possible to have a weapon do multiple damage to shields. Is it possible to have a weapon do normal damage to shields and multiplied damage to everything else?
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Yes. Multiply its damage by 4 and give it the 1/4 damage to shields type. This gets the exact same effect, in that it will do "normal", expected damage to shields, and 4x to everything else. There is also 1/2 damage to shields, and 2 times damage to shields.
[ February 04, 2004, 19:56: Message edited by: Imperator Fyron ]
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February 4th, 2004, 11:27 PM
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Re: StarFire Mod v-Beta 2
Excellent. Do that thing he said.
Thank you Fyron.
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February 5th, 2004, 01:27 AM
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Brigadier General
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Re: StarFire Mod v-Beta 2
I have given it very careful thought and the interdiction effect of the I and Ic will not work. The [obvious] problem that I see with Fyron’s suggestion is that even after all engines are destroyed the interdiction effect would continue until the Last shield generating component was destroyed. If that is the case then it is no longer the interdiction effect that you know of from the books and we 3rdE’rs know of from cannon.
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February 5th, 2004, 04:42 AM
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Shrapnel Fanatic
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Re: StarFire Mod v-Beta 2
You can not have a weapon with 2 damage types. So, you can not have "shield generators" damage and "1/4 to shields." 1/4 to shields means that it does 1/4 the damage to the shield points, not the shield generators themselves.
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February 5th, 2004, 05:52 AM
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Brigadier General
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Re: StarFire Mod v-Beta 2
Quote:
Originally posted by Imperator Fyron:
You can not have a weapon with 2 damage types. So, you can not have "shield generators" damage and "1/4 to shields." 1/4 to shields means that it does 1/4 the damage to the shield points, not the shield generators themselves.
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Yes I know, but I do not see where you are going with this comment, it has nothing to do with what I just posted so I am assuming this is based on an earlier comment? Can you explain your point some more, it may lead to yet another line of thought.
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February 5th, 2004, 06:20 AM
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Re: StarFire Mod v-Beta 2
I now think that DemoMonkey was hoping for some sort of combined 1/4x to shields and engine damaging weapon, given the nature of your (second to Last) post. I am not sure though, but better safe than sorry.
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February 5th, 2004, 01:25 PM
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Re: StarFire Mod v-Beta 2
Quote:
Originally posted by President Elect Shang:
I have given it very careful thought and the interdiction effect of the I and Ic will not work. The [obvious] problem that I see with Fyron’s suggestion is that even after all engines are destroyed the interdiction effect would continue until the Last shield generating component was destroyed. If that is the case then it is no longer the interdiction effect that you know of from the books and we 3rdE’rs know of from cannon.
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Well, by cannon, the sheilds AND the DF have to be down for the nukes to multiply thier damage. So as a mechanic, it would work as long as Engines and Sheilds are the only things with this attribute.
Dan K
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February 5th, 2004, 04:01 PM
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Re: StarFire Mod v-Beta 2
To clarify what I was going for: A weapon that does massive normal damage, but only 1/4 damage to shields,
AND
Engine components themselves generate a small amount of shields.
So when the normal shileds and the "drive field" (the small amount of shields generated by the engines) have been knocked out, the weapon will gut a ship like a fish.
Shang (or is it Wubbles the Borg now?)
Please allow me a respectful criticism.
By not accepting any suggestions that fail to conform perfectly to the source material, you are yourself, in fact, not conforming to source material. Engine interdiction DOES exist in the source material, so by not putting ANYTHING in to represent it, you are ignoring your own canon.
At the risk of repeating myself from the closed warp point discussion - a compromise solution that preserves the flavour and metagame effect of something is better than just pretending it isn't there at all because you can't get it to work perfectly.
Of course, as the person in charge of the project these things are, of course, your call. However if your position is "It must work EXACTLY the same as the source material or it will be left out entirely, no matter how important it is to the strategy and tactics" then please say so and I can stop wasting your time.
I still, of course, support the project and look forward to it's completion.
Thank you.
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February 5th, 2004, 04:41 PM
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Re: StarFire Mod v-Beta 2
DemoMonkey,
Good post my man, but I must say in Wubbles' defence that as a general point, I do not believe any of us are setting out a policy whereby if a suggestion is non-canon, it is ignored.
I think the thrust of Wubbles' point is that it may be next to impossible to accurately reflect the interdiction field with the limitations of the mod, so what we are trying to do is find a solution which is (a) workable and (b) if not canon, then a suitable compromise on canon.
That is why I think Wubbles asked you if you could recall whether the damage multiplier for nukes applied if both shields and the interdiction field were down.
NB It is years since I looked at the 3rd edition rule book (I found it in the loft over the weekend, hidden between my wife's pony rosettes from when she was 15) but, I seem to recall that shields operated outside the interdiction field, therefore you had to thrash the shields, and knock down the engines, before you got multiple damage.
If this is the case, then what I think Wubbles is saying is that this could be modded.
The problem is that if we decide we want an interdiction effect, then we need to work out how best it can operate between SEIVG and SF canon.
The whole point of this exercise is to set up a group of people with both SEIV and SF experience to try and batter out a workable compromise.
Keep the suggestions coming as you seem to have more of an intuitive feel for the Starfire system than certainly I do. And my eyes glaze over when you start getting technical on the damage multipliers. Me just want mod on plate.
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