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February 1st, 2003, 11:36 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Weapons, engines and mods, Oh my!
Quote:
Originally posted by Baron Munchausen:
No I would not say that a plane has radar if it does not. But radar is only one specific kind of sensor. A plane without radar, a biplane if you will, DOES have combat sensors. They are called eyes. The pilot is the combat sensor system. Similarly, even a primitive space ship will have some means of detecting where the enemy is and firing on them. Maybe it will be radar, maybe it will be some sort of visual system. That's their combat sensors. The component just represents stages of increasingly more advanced sensors.
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I did say the biplane tracked things by eyes.
Combat sensors represent sensors specifically designed for use in combat. If a ship has no combat sensor component, it does not have sensors specifically designed for combat, or combat sensors, if you will.
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February 2nd, 2003, 01:50 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Weapons, engines and mods, Oh my!
There is no 'computer' component in a ship either unless you add the MC. So you would say that ships in SE don't have computers? Are all the races in SE instinctive pilots and navigators? (Not to mention marksmen.. err, marks-creatures?)
If it didn't have combat sensors it wouldn't be able to hit anything. You are playng semantic games.
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February 2nd, 2003, 05:30 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Weapons, engines and mods, Oh my!
Of course they have computers. There is no "computer" component. They just don't have a Master Computer unless they have one of those components on them.
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June 13th, 2003, 10:52 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
Posts: 368
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Re: Weapons, engines and mods, Oh my!
Still testing.
Ship size:
-Allowing Escort an extra engine from 6 to 7. They are now very useful scouts.
-Tweaking size of BB to 900kt, DN to 1200kt, Baseship to 2000kt, Battlestation to 1500kt, and Starbase to 3000kt.
Weapon tweaks:
-torpedoes get +15% to hit and reduced size to 40k
-Missiles are reduced in size to 30k.
-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
I will post my completed mod asap. Let me know what you think.
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June 14th, 2003, 12:16 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Weapons, engines and mods, Oh my!
Quote:
Originally posted by atomannj:
Ship size:
-Allowing Escort an extra engine from 6 to 7. They are now very useful scouts.
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Better than nothing. I still think there need to be some more comprehensive changes to make smaller ships worthwhile (e.g. Proportions mod).
Quote:
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-torpedoes get +15% to hit and reduced size to 40k
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Torpedoes are 40kT in the unmodded game.
Mostly sounds good though.
PvK
[ June 13, 2003, 23:17: Message edited by: PvK ]
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June 14th, 2003, 12:28 AM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: Weapons, engines and mods, Oh my!
Quote:
Originally posted by PvK:
quote: Originally posted by atomannj:
Ship size:
-Allowing Escort an extra engine from 6 to 7. They are now very useful scouts.
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Better than nothing. I still think there need to be some more comprehensive changes to make smaller ships worthwhile (e.g. Proportions mod).
Mostly sounds good though.
PvK Smaller ships also should have a good Combat To Hit Defense Plus as well
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June 14th, 2003, 01:42 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
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Re: Weapons, engines and mods, Oh my!
Lone scouts are one of the few realistic roles left for small ships.
In SE4 you never need to transport a few people or small amounts of cargo.
There are no limited-conflicts or wild space where you'll have to defend with small weapons, you have either safe systems or heavily defended enemy territory.
Small lone combat ships are pointless because they are only likely to face massive enemy fleets.
IMHO Proportions overcompensates this lack of roles for small ships forcing the player to use small ships to make his as massive as possible combat fleets.
I like that there is more contrast between large and small ships.
IMHO torps need a better damage ratio in adition to that to hit bonus. Either decrease their tonnage or increase their damage.
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