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				April 14th, 2003, 07:34 PM
			
			
			
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 General |  | 
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				 Re: New Weapons 
 
	Actually, repair does work with satellites. What does not work is consruction. Units cannot access the Build Queue. So satellites with repair bays (if you mod repair bays small enough to fit in a satellite) work fine.Quote: 
	
		| Originally posted by Loser: Mining Satillite: satilite-only, very small, very limited shipyard.  This tiny shipyard has only capacity to procude a mine, maybe even only a mine every two or three turns.  These satellites would be useful in large numbers, but would be expensive to make, as the miniaturized full-auto shipyard should not be cheap.
 
 [edit]
 I forgot, these satilite-only shipyards would have exactly no capacity for repair.
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				April 14th, 2003, 07:37 PM
			
			
			
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				 Re: New Weapons 
 You know, we could have lots of fun with drones if the 'special' damage types worked with warheads. We have to get MM to fix that so we can have plague drones and Quad Damage to Shields warheads and other cool stuff. |  
	
		
	
	
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				April 14th, 2003, 07:42 PM
			
			
			
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				 Re: New Weapons 
 
	In the current patch WPs are always hit before other cargo anyway. How about a change to the way damage affects planets? Normal weapons should be nearly unable to completely slag a planet. You should need 'special' weapons to completely wipe a colony out. It's buildings and population spread over thousands of square miles, after all. And conversely, you should not be able to destroy military vehicles with ground-attack weapons. The current 'planetary weapons' are just high-powered 'normal' weapons that cannot target anything but planets. You can pound WPs to dust with them once you get in range. That should not be possible.Quote: 
	
		| Originally posted by General Woundwort: How about bombs that only target weapons platforms?  (For those of us who like to practice "regime change with minimum civilian collateral damage"?)
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 IF we had a special damage type that canceled the 'damage to kill one population' ratio we could have normal weapons able to destroy planet defenses but NOT population at any reasonable rate, and planetary weapons able to use this special damage type and destroy population/facilities without being cranked up to huge damage levels that can paste planet defenses.
 
 [ April 14, 2003, 20:55: Message edited by: Baron Munchausen ]
			
			
			
			
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				April 14th, 2003, 07:46 PM
			
			
			
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 Sergeant |  | 
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				 Re: New Weapons 
 
	See, when I think "Mining Satellite", I'm thinking a 110kt Sat so i can just squeeze a comp core and a mining droid in without having to spend a quarter-mil in research points and years of time...Quote: 
	
		| Originally posted by Loser: Mining Satillite: satilite-only, very small, very limited shipyard.  This tiny shipyard has only capacity to procude a mine, maybe even only a mine every two or three turns.  These satellites would be useful in large numbers, but would be expensive to make, as the miniaturized full-auto shipyard should not be cheap.
 
 [edit]
 I forgot, these satilite-only shipyards would have exactly no capacity for repair.
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 Thank god (or SJ, whatever
  ) for Big Thinkers! |  
	
		
	
	
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				April 15th, 2003, 01:12 AM
			
			
			
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				 Re: New Weapons 
 
				__________________ 
				Those who can, do. 
Those who can't, teach. 
Those who can't teach, slag.
 http://se4-gaming.net/ |  
	
		
	
	
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				April 15th, 2003, 03:01 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: New Weapons 
 create storm. 
				__________________ 
				If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!  
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Some of my webcomics.  I've got 400+ webcomics at Last count, some dead. 
Sig updated to remove non-working links.
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				April 15th, 2003, 04:49 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: New Weapons 
 
	You can almost do something like this with some creative modding.  Can increase the damage resistance capacity of weapon platforms to higher levels so they can resist damage better.  They always get targeted first so before reaching the planet have to blow through them.  In addition increase the amount of damage needed to destroy population.  Use the only damages population for weapons to kill the actual population and give them the corresponding damage levels to effectively do so.  Use all or a combination of these and you can get some very interesting scenarios for planetary combat and invasion.  Only thing that is hard is making facilities harder to kill.  Only way you can really do this is adding shielding to them which affects the planet as a whole and protects all the units etc as well.Quote: 
	
		| IF we had a special damage type that canceled the 'damage to kill one population' ratio we could have normal weapons able to destroy planet defenses but NOT population at any reasonable rate, and planetary weapons able to use this special damage type and destroy population/facilities without being cranked up to huge damage levels that can paste planet defenses. |    
 I have some of my own custom mini mods that alter things like this with the good planet invasion AI files to make ground combat much more important for taking over a planet without removing the need for planetary bombardment (to kill the WPs) or the option for glassing the planet (if you invest in bomber ships and the tech).
 
 Would be nice if there were easier ways to do it of course.
				__________________Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
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