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October 2nd, 2003, 03:36 PM
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Private
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Join Date: Jul 2001
Location: Chesapeake, VA
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Toxic are bad juju!
These torps bypass all my shields and armor and killed my crew in 3 shots. Is this a bug or just the way the torps work? Thanks,
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October 2nd, 2003, 05:26 PM
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Second Lieutenant
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Join Date: Apr 2003
Location: England
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Re: Toxic are bad juju!
Way it works
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October 2nd, 2003, 05:49 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Toxic are bad juju!
NBC weapons are nasty. Be sure to always carry point defense. Medical bays help too, if you can find one.
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October 2nd, 2003, 07:09 PM
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General
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Location: Ohio, USA
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Re: Toxic are bad juju!
There is a 'resist crew toxins' ability in the game. You just need to mod a component to use it. Personally, I have added it at a very low level to life support since the whole point to life support is to maintain a healthy environment for your crew. As life support tech advances with everything else, the ability of your life support to resist crew toxins slowly increases. I've also added it at a higher level to the medical bay so you get good resistance by having one.
There is also an unused 'resist armor piercing' ability in the game. I've got to mod 'Neutronium' armor back in now that all the radical revisions of the file formats seems to be over.
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October 2nd, 2003, 07:35 PM
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Sergeant
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Join Date: Jun 2003
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Re: Toxic are bad juju!
I remember the first time my ship was destroyed as my crew slowly faded away. When it blew itself to bits, I had initially thought I must have hit one of those famous invisible planets!
Makes me wonder though, why does your ship blow up when the crew dies?
It wold be better instead to hear the crew choking to death, and as the Last man dies, the ship begins tumbling and drifts away from the camera into the void, as the screen fades to black...
But I guess that's too subtle. Blammo! Everyone knows what an explosion means! I suppose the Last guy leans on the ol' Self-Destruct Button (tm) rather than allow the pirates to scavenge the ship.
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October 2nd, 2003, 08:28 PM
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Captain
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Re: Toxic are bad juju!
You haven't felt fear until you've hard turned your slow moving battleship (dropping your speed to virtually zero) to fire your twin side-mounted toxic injectors at an incoming pirate destroyer, only to realize that the now dead destroyer is tumbling full speed straight at you, and you aren't moving.
Of course it was cool the one time I killed a destroyer that way and it tumbled into a pirate cruiser, killing it too.
[ October 02, 2003, 19:29: Message edited by: Alpha Kodiak ]
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October 3rd, 2003, 01:03 AM
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Private
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Location: Chesapeake, VA
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Re: Toxic are bad juju!
Thanks for the response, but so I'll just have to keep restarting the mission until I get a ship without the injectors. I think it needs to be address to have have it's affects mitigated. Perhaps:
- No effect when shields and armor are implace
- 50% when armor is up
- 25% when shields are up
- 100% with neither
Just IMHO.
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October 3rd, 2003, 01:21 AM
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Shrapnel Fanatic
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Re: Toxic are bad juju!
It wouldn't be very hard to add that resistance to your armor components.
Unfortunately, you'd have some odd effects where you're still mostly protected even if a whole arc of armor is gone, and you'd expect to have the toxin come in.
I like the idea of advanced lifesupport and medical bays having toxin resistance.
In my mod, you can also crank up your total crew capacity by adding more crew quarters than required, so there would be lots of ways to defend against toxins.
*runs off to add stuff to his mod*
[ October 03, 2003, 02:58: Message edited by: Suicide Junkie ]
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