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January 8th, 2003, 08:39 PM
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Captain
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Join Date: Nov 2002
Location: Finland
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Re: New Weapon Concepts
Quote:
Originally posted by Ruatha:
quote: Originally posted by Slick:
From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...) Makes a ship good for ranged attacks but vulnerable to a point blank attack.
Slick.
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I like that one, maybe 0 0 0 10 20 30 40 30 20 10 0 0 though? These are nice ideas and them won't unbalance the game if weapon size, cost and damage are thought carefully.
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January 8th, 2003, 09:16 PM
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Colonel
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Join Date: Jan 2001
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Re: New Weapon Concepts
Vampire beam: it reduces the supply of the targeted ship and adds this supply to the attacking ship. However this is useful only in the early game until quantum reactors are used.
Freeze torpedo: immobilizes target for the time of that combat (without destroying the engines).
Genesis device (as mentioned in the corresponding topic): first destroys everything in a system but then creates a random standard system.
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January 8th, 2003, 09:33 PM
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Sergeant
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Join Date: Sep 2002
Location: Lithuania
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Re: New Weapon Concepts
What about illusion component? Makes the fleet twice or several times (depending upon level) as big for the enemy to see. Scary!
Ships may pop as baloons of course but anyway... 
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January 8th, 2003, 09:45 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: New Weapon Concepts
Quote:
Originally posted by Q:
Vampire beam: it reduces the supply of the targeted ship and adds this supply to the attacking ship. However this is useful only in the early game until quantum reactors are used.
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What if they also make damage to supply components (Reserve supply pods, solar panels and quantum reactors), such as engine damagaing weapons and shield damaging weapons etc.
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January 8th, 2003, 09:56 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: New Weapon Concepts
Chameleon device (Existed in a add-on for VGA planets).
Makes your ship appear as anothjer ship, of another race.
So you can make your transports seem to be a battleship from another neighbour. Or make your battleship look like a colonizer! Nasty surprise when they attack it with an escort!
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January 8th, 2003, 10:00 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: New Weapon Concepts
I'd like to see more "random events" Optional ofcourse. Such as space creatures, dimensional rifts (Duplicating your ship, destyroying them, converting the crew to another race(Giving it to another player), transforming the ship to another ship, etc), Aliens that infects colonizers (Was in another add-on in VGA planets, that was really scary:
When you colonized a planet with aliens on it infected the population and took over the ship, sending it to other planets where it infected the population. In one game all players had to band together and end all wars just to kill off all aliens!!)
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January 8th, 2003, 10:52 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: New Weapon Concepts
Quote:
Originally posted by Ruatha:
quote: Originally posted by Slick:
From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...) Makes a ship good for ranged attacks but vulnerable to a point blank attack.
Slick.
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I like that one, maybe 0 0 0 10 20 30 40 30 20 10 0 0 though? The model is from a weapon in Star Fleet Battles called a Plasmatic Pulsar Device. It had very complicated rules, but the part that can be implemented in SE4 is the myopic zone. Its damage decreased somewhat linearly outside range 3.
Slick.
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Slick.
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