View Full Version : sector - combat sensor interference
Suicide Junkie
November 7th, 2002, 11:22 PM
Actually, it just creates an ECM effect for every object in the sector. Ships without combat sensors are affected along with the ships carrying combat sensors.
Unless you're firing seekers, or are ramming vehicles, your accuracy will be reduced while in that sector.
Fyron
November 7th, 2002, 11:36 PM
You could also use the opposite sign to give all ships an ECM penalty, making them easier to hit. http://forum.shrapnelgames.com/images/icons/icon12.gif
oleg
November 8th, 2002, 02:27 AM
OK, it nullifies attack bonuses from combat scaners. But does it affect attack bonuses from ship experience, race bonuses, system-wide facilities ?
If I assign attack+ to ship hull, will it be discarded ? If yes, do the fighters keep their attack bonuses ? Just few questions..
Fyron
November 8th, 2002, 09:40 PM
DL: Yes, it can. It acts just like when it is on any sector object, affecting all ships in the same sector equally.
Quikngruvn
November 8th, 2002, 10:56 PM
You can put other 'sector' abilities on components as well. For example, Rollo put into Devnullmod a component that weakens shields of all ships in the sector. (Found it: the Biokinetic Shield Disperser, a psychic/organic crossover tech.)
Quikngruvn
oleg
November 9th, 2002, 02:27 AM
Originally posted by Imperator Fyron:
You could also use the opposite sign to give all ships an ECM penalty, making them easier to hit. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">interesting idea. I wonder what kind of space anomaly it could be ?
dumbluck
November 9th, 2002, 02:36 AM
Can that ability be put on a component/facility?
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