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  #1  
Old June 25th, 2001, 08:03 PM
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Baal Baal is offline
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Default New kinds of PDCs

I know that there are user made PDCs with different ranges but has anyone made PDCs using different abilities for use against fighters? For example Armor skipping PDCs for those armor fighters.
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  #2  
Old June 25th, 2001, 08:29 PM
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Default Re: New kinds of PDCs

Actually, I was messing around with PDCs and came up with the greatest pacifist PDC. Wormhole PDCs They work excellent against fighters and seekers, and no harm is ever done to the people
But if you wanted to make your own, just change the damage type on the existing (or copy them)to either 'skips armor' or something similar.
FYI: damage types are listed at the top of the components file.
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Old June 25th, 2001, 10:03 PM
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Default Re: New kinds of PDCs

Some types of PD:
-Short&powerful
-long range&weak
-missiles (PD that can be shot down by PDD!)
-One-shot, 1 range, guaranteed hit, 250+ damage "reactive armor" PDC

Useful PD warhead types:
-normal
-Quad 2 shields (vs fighters)
-Phased (vs fighters)

Note that armor-skipping, null-space, and shield-skipping, are not in the list, because of the way damage is allocated to units, and fighter shields are 'normal'.
If you add phased fighter shields, then shield-skipping will become useful.
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Old June 25th, 2001, 11:30 PM
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Default Re: New kinds of PDCs

Hey SJ, were you able to get a PD seeker to work??? Cause when I tried it... they didn't always work, and would sometimes fire, but usually they wouldn't all fire.
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  #5  
Old June 25th, 2001, 11:38 PM
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Default Re: New kinds of PDCs

I haven't done PDseekers, but other people have.

In my mod, I've only got PDC vs PDLs, where PDCs have almost no range, and PDLs are weak, but can protect more that one ship with their long range.

You could always make manual-fire missiles that only target fighters and seekers, though.

[This message has been edited by suicide_junkie (edited 25 June 2001).]
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Old June 26th, 2001, 01:08 AM

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Default Re: New kinds of PDCs

I have two ideas for Point Defense weapons.

One of them is a missile screen - it's a Last ditch effort by a ship to destroy incoming seekers. It's just a weapon with a range of one square around the ship. It could have a value of 40-80, so it can destroy one or two missiles depending on the tech level.

My other idea is a seeker. It's like countermeasures fired by a submarine to evade a torpedo. The ship fires the countermeasures and they seek the missile and destroy it.

You could also create a point defense torpedo that "scatters" to inflict damage against a fighter group.

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  #7  
Old June 26th, 2001, 01:27 AM
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Default Re: New kinds of PDCs

SJ, is your mod posted around here somewhere?

Would you consider adding a couple of my creations?

Does anyone know if anyone has done all the smaller weapons that were not standard (i.e. Small Wave Motion Gun, Small Null Space)?

I'm in the process of making all those smaller weapons.
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  #8  
Old June 26th, 2001, 02:04 AM
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Default Re: New kinds of PDCs

One more link to Pirates & Nomads

I've already added the small null-space, but didn't notice the SWMG was missing.
I don't know what kind of plan you have for the SWMG, but I would have them do moderate (for a fighter ) damage at range 6 or so.

Beware: the 1.41 patch may have screwed up the Nomads, but I hope not.
Also: V1.6 is posted, but I am working on V2
quote:
-Will feature quasi-Newtonian propulsion. SE4 still allows instant stop-and-go, but your speed will be proportional to thrust over mass.
-Will include "Bleeding Edge" technology, with costs falling for old/low end components.
-Maximum engine limits will be removed: you decide how much weaponry to sacrifice for speed.
-BattleMoon size ships! 10Mt of space in the core of a hollowed out planetoid provides one hell of a base. New Core-Mounts will be available, increasing weapon size by 100 times. Watch out for the pricetag on these suckers (about 1/2 to 1 million resources before components, depending on how the playtesting goes )
-More crossover techs for regular components.
-More warhead damage types
-Anything else I can think of


Note: The engine limit will only be used to keep your ship's propulsive force to a value less than 256, so the game dosen't choke .

[This message has been edited by suicide_junkie (edited 26 June 2001).]
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  #9  
Old June 26th, 2001, 02:31 PM
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Default Re: New kinds of PDCs

What do you think about a Phased PDC, a Null Space PDC, and the addition of Small Phased Shields?

I have all these set up and good to go.
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  #10  
Old June 26th, 2001, 03:28 PM
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Default Re: New kinds of PDCs

A null space PDC is exactly the same as an All-Shield-Skipping PDC.

Armor-skipping PDCs are pointless.

Units don't lose components, the entire vehicle is either alive or dead. So there is only the shield part, and the total hull hitpoints (comps + armor).
A crystalline shard for example, will normally destroy internals first. But, a fighter dosen't keep track of components, so if it was damaged to 109/110 hitpoints, it would have all its guns/engines/etc working. The armor-skipping weapon has no advantage against units, and acts exactly like a normal weapon.

Anyways, what I'm trying to say is that a null-space PDC and a shield-skipping PDC will have exactly the same effect. So keep whichever looks/sounds the coolest, and drop the other. OR, make them different somehow (range, damage, accuracy bonus, etc).
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