View Full Version : Talisman Killer
Ed Kolis
July 2nd, 2002, 10:44 PM
Since many people think the Talisman is too powerful, how about a "Only Talismans" damage type?
Baron Munchausen
July 3rd, 2002, 12:24 AM
This could probably be modded. Give the Talisman a useless power, like 'Resupply', and then mod a 'Resupply Depot Only' damaging weapon to target ships and bases. If the way it checks for the selected ability is the same for ships/bases and for planets it ought to work.
Puke
July 3rd, 2002, 07:04 AM
we dont hear from Ed too much on the forum, and when we do, he usually has something danm smart to say.
the problem with this one though, is that i think that when you have 'damage component type only' weapons, that it hits that type first, then goes to other types.
like armor skipping will skip armor, then once all internal parts are dead, it will go back and kill armor components. i think the same will happen with any specific damage weapons.
also, i think that only specific types of damage can be made as 'only damage this type' types. like spaceport and resupply smartbomb types. this cant be extended to just anything, though it would be neat to see if it could be extended to ship component types.
you guys may have hit on something great here, being able to seperate ship damage from fac damage, and adding a new layer of depth to the game.
Puke
July 3rd, 2002, 03:17 PM
thinking about this again, you could also use this to create bridge destroying weapons by using another smartbomb-targetable facitlity type, like spaceport.
which would be truely handy for p&n games, and might help to allow pirates to be played with strategic combat instead of tactical.
Suicide Junkie
July 3rd, 2002, 03:22 PM
"Skips X" damage will turn around and destroy other components when the targetted item is all gone.
"Only X" damage will do nothing if it's target is already dead. Zero damage. This damage type also does not store partial damage, so if the component is too tough to kill in one shot, you can't kill it.
Now, why would a pirate want to destroy the bridge? The SelfDestruct would be a much better choice.
Baron Munchausen
July 3rd, 2002, 05:16 PM
If MM could make a generic 'damages ability X' ability then we could mod all sorts of fancy weapons. Or maybe a 'damages component family X' ability would be easier. You'd have to make sure the component families were up-to-date with the effect that the weapon was supposed to have, of course. Any new components in the class that the weapon was supposed to damage would have to be added somehow.
Q
July 4th, 2002, 02:07 PM
Originally posted by Suicide Junkie:
[QBNow, why would a pirate want to destroy the bridge? The SelfDestruct would be a much better choice.[/QB]<font size="2" face="Verdana, Helvetica, sans-serif">And the latter is possible if you give the self destructing device e.g. a small amount of security stations ability. I made this in the QMod I posted in the Mod section, if you are interested.
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