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  #1  
Old January 31st, 2003, 10:15 PM

spoon spoon is offline
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Default Re: Weapons, engines and mods, Oh my!

Quote:
Originally posted by atomannj:
[QB]Ship size:

Weapon tweaks:
-torpedoes get +15% to hit and reduced size to 40k
-Missiles are reduced in size to 25k.
-Plamsa Missile stays at 50k but can now pierce armor.
-High Energy Weapons (Ripper,Incinerator,Wave Motion) cause Double damage to sheilds.
-Graviton Hellbores can now pierce all shields
-Massive Shield Depleter reload set to 5
-Massive Ionic Disperser reload set to 5
[QB]
Could be interesting: I'd recommend the following:

torpedoes: give a higher bonus to hit. Like +30.
missiles: 25kt seems too drastic. I'd make them 40kt and a lot cheaper.
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  #2  
Old January 31st, 2003, 10:19 PM
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Fyron Fyron is offline
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Default Re: Weapons, engines and mods, Oh my!

Bases are ships for many purposes, such as Weapon Target. For targeting, Ships/Planets = Ships/Bases/Planets. It does not for the Vehicle Type line (which restricts what vehicle types a comp can be placed on) though.

[ January 31, 2003, 20:22: Message edited by: Imperator Fyron ]
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Old January 31st, 2003, 10:23 PM

Phoenix-D Phoenix-D is offline
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Default Re: Weapons, engines and mods, Oh my!

missiles: 25kt seems too drastic. I'd make them 40kt and a lot cheaper"

Consider that point-defense cannons are 20kt and can fire every turn, where missiles can only fire every three turns..and often get shot once or twice on the way in.

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Old January 31st, 2003, 10:44 PM
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Fyron Fyron is offline
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Default Re: Weapons, engines and mods, Oh my!

Quote:
Now, if torp weapons were immune to the effect of nebula on scanners.... they might have that specific purpose. I have only had one nebula battle, and was not looking to see if ship based scanners still worked or not. tis an idea, anyway.
Some storms interfere with combat sensors (they give a penalty to hit). I think there might be a nebula or two that does that.

If you use FQM, there are a lot of places that will interfere with combat sensors.
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Old January 31st, 2003, 10:45 PM

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Default Re: Weapons, engines and mods, Oh my!

Yea, but missles have great range. You can pull into range, fire the missles and back away until the reload time is done. I don't feel anything is wrong with missles. Torps are another issue.

(as is strategic combat) yuk
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Old January 31st, 2003, 10:48 PM

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Default Re: Weapons, engines and mods, Oh my!

[quote]Originally posted by Imperator Fyron:
Quote:
Some storms interfere with combat sensors (they give a penalty to hit). I think there might be a nebula or two that does that.

If you use FQM, there are a lot of places that will interfere with combat sensors.
Exactly. If torps were the best weapon in a nebula, they would have a great, but limited use. and not much other balancing would have to be done then. maybe.
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Old January 31st, 2003, 10:53 PM
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Default Re: Weapons, engines and mods, Oh my!

Technically, combat sensors are unaffected by storms. The ships just get a penalty to hit.

Seekers are the only weapons that can be unaffected by storms.
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