|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				March 28th, 2001, 02:08 AM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Jan 2001 Location: Brisbane, Queensland, Australia 
						Posts: 215
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Spinal Mounted Guns 
 Here's my idea for a massive gun which can only be mounted in a Baseship.I have looked at the comparsion to other Massive mounted guns in a Baseship to get the damage and rate right, I think.
 Notice that you have to increase the tech level to 12 for HEW.
 
 Name                  := Spinal Mount I
 Description           := Massive energy forming Baseship mounted gun.
 Pic Num               := 226
 Tonnage Space Taken   := 1300
 Tonnage Structure     := 300
 Cost Minerals         := 10000
 Cost Organics         := 1000
 Cost Radioactives     := 5000
 Vehicle Type          := Ship
 Supply Amount Used    := 2000
 Restrictions          := None
 General Group         := Weapons
 Family                := 4045
 Roman Numeral         := 1
 Custom Group          := 0
 Number of Tech Req    := 1
 Tech Area Req 1       := High-Energy Discharge Weapons
 Tech Level Req 1      := 10
 Number of Abilities   := 0
 Weapon Type           := Direct Fire
 Weapon Target         := Ships\Planets
 Weapon Damage At Rng  := 0 0 0 0 0 0 8000 8000 8000 8000 8000 8000 8000 6000 6000 4000 0 0 0 0
 Weapon Damage Type    := Skips All Shields
 Weapon Reload Rate    := 5
 Weapon Display Type   := Torp
 Weapon Display        := 26
 Weapon Modifier       := 0
 Weapon Sound          := ppbeam.wav
 Weapon Family         := 40
 
 Name                  := Spinal Mount II
 Description           := Massive energy forming Baseship mounted gun.
 Pic Num               := 226
 Tonnage Space Taken   := 1300
 Tonnage Structure     := 300
 Cost Minerals         := 10000
 Cost Organics         := 1000
 Cost Radioactives     := 5000
 Vehicle Type          := Ship
 Supply Amount Used    := 2000
 Restrictions          := None
 General Group         := Weapons
 Family                := 4045
 Roman Numeral         := 2
 Custom Group          := 0
 Number of Tech Req    := 1
 Tech Area Req 1       := High-Energy Discharge Weapons
 Tech Level Req 1      := 11
 Number of Abilities   := 0
 Weapon Type           := Direct Fire
 Weapon Target         := Ships\Planets
 Weapon Damage At Rng  := 0 0 0 0 0 0 10000 10000 10000 10000 10000 10000 10000 8000 8000 5000 0 0 0 0
 Weapon Damage Type    := Skips All Shields
 Weapon Reload Rate    := 5
 Weapon Display Type   := Torp
 Weapon Display        := 26
 Weapon Modifier       := 0
 Weapon Sound          := ppbeam.wav
 Weapon Family         := 40
 
 Name                  := Spinal Mount III
 Description           := Massive energy forming Baseship mounted gun.
 Pic Num               := 226
 Tonnage Space Taken   := 1300
 Tonnage Structure     := 300
 Cost Minerals         := 10000
 Cost Organics         := 1000
 Cost Radioactives     := 5000
 Vehicle Type          := Ship
 Supply Amount Used    := 2000
 Restrictions          := None
 General Group         := Weapons
 Family                := 4045
 Roman Numeral         := 3
 Custom Group          := 0
 Number of Tech Req    := 1
 Tech Area Req 1       := High-Energy Discharge Weapons
 Tech Level Req 1      := 12
 Number of Abilities   := 0
 Weapon Type           := Direct Fire
 Weapon Target         := Ships\Planets
 Weapon Damage At Rng  := 0 0 0 0 0 0 15000 15000 15000 15000 15000 15000 15000 10000 10000 6000 0 0 0 0
 Weapon Damage Type    := Skips All Shields
 Weapon Reload Rate    := 5
 Weapon Display Type   := Torp
 Weapon Display        := 26
 Weapon Modifier       := 0
 Weapon Sound          := ppbeam.wav
 Weapon Family         := 40
 
 
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				March 28th, 2001, 02:20 AM
			
			
			
		 |  
	| 
		
			
			| 
 Corporal |  | 
					Join Date: Feb 2001 Location: Ontario, Canada 
						Posts: 72
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Spinal Mounted Guns 
 Aussie,  Great weapon.  I think that this is the way to create large weapons. It gets rid of the inherent problems with the compenhancement.txt file. Now all we have to do is to find a way to add it automatically where it is necessary.  BTW you might want to increase the 0 (zero) damage to 1 (one). For some reason when I am testing weapons (usually missiles) a damage rating of 0 usaully produces no damage at all. 
				__________________In difficult ground, press-on;
 In encircled ground, devise stratagems;
 In death ground, fight.
 Sun Tzu (circa 400 B.C.)
 |  
	
		
	
	
	| 
			
			 
			
				March 28th, 2001, 02:29 AM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Jan 2001 Location: Brisbane, Queensland, Australia 
						Posts: 215
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Spinal Mounted Guns 
 When you said to increase the damage from 0 to 1, was that for the closer ranges?Does it do no damage for the entire range?
 
 I have not tested this yet, but I will try soon.
 |  
	
		
	
	
	| 
			
			 
			
				March 28th, 2001, 05:11 AM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: Spinal Mounted Guns 
 I would suggest that you give your weapon "normal" damage type.Most shields won't stand up to that kind of beating anyways, but planetary shields should be able to help absorb the first hit.  (I've boosted MPSs to do 10k or 20k of shields)
 
 The Name & Description, "Spinal Mount I" sounds like a mount, and I'm quite sure that weapons use up energy, rather than forming it.
 
 How about something like:
 Name: Massive Pulse Cannon
 Desc: An vast energy capacitor system which channels all of a ship's resources into firing a single burst of energy.
 
 Statistics:
 16 range, 8000 damage, 5 reload, 1300kT
 Damage Factor: 1.23
 
 Comparison to standard weapon: PPB, DF=1.7
 Comparison to standard weapon: APB, DF=1.5
 Comparison to standard weapon: CSM, DF=0.8
 Comparison to standard weapon: WMG, DF=0.66
 
 Looks like you've got a reasonable damage factor, but I would suggest increasing the reload to 6, since the range is so high.
 That would give a damage factor of 1.03, which is still quite high for a long range weapon.  (and a planet-buster too)
 
 --------------------------
 
 I think that this weapon would easily be unbalancing, since it can be used to wipe out a planet so easily.  One shot and the planet is toast, no matter what.
 
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				March 28th, 2001, 05:35 AM
			
			
			
		 |  
	| 
		
			
			| 
 General |  | 
					Join Date: Aug 2000 Location: Ohio, USA 
						Posts: 4,323
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Spinal Mounted Guns 
 If you're looking for ways to balance this monstrosity, how about 'destroyed on use'? It's got to be a ***** to charge up and fire. Maybe it burns out vital parts of it's circuitry when used and has to be essentially rebuilt after each firing?
 It really ought to be "Planets Only" for targetting or give it a -50 modifier so it has a hard time hitting anything smaller than another base ship.
 
 [This message has been edited by Baron Munchausen (edited 28 March 2001).]
 |  
	
		
	
	
	| 
			
			 
			
				March 28th, 2001, 06:02 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major General |  | 
					Join Date: Sep 2000 Location: Midlothian, Va, USA 
						Posts: 2,142
					 Thanks: 0 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Re: Spinal Mounted Guns 
 hmmm...spinal gun. 
my back hurts thinking about that!
  
				__________________L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
 |  
	
		
	
	
	| 
			
			 
			
				March 28th, 2001, 06:24 AM
			
			
			
		 |  
	| 
		
			|  | 
 Sergeant |  | 
					Join Date: Feb 2001 Location: Utah 
						Posts: 221
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Spinal Mounted Guns 
 Why don't you just call the damn thing a Seige Cannon.  Reminds me of the cannon in HW:C |  
	
		
	
	
	| 
			
			 
			
				March 28th, 2001, 07:39 AM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Jan 2001 Location: Brisbane, Queensland, Australia 
						Posts: 215
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Spinal Mounted Guns 
 I will look at the mod for targeting and normal weapon type, that's a good idea.
 Also like the disciption and name as well, I will definately use them, thanks.
 
 The weapon uses 2000 supplies a turn to fire so it isn't going to fire that often any way, unless it has a quantum reactor on board.
 
 As I stated you can put 11 Massive mounted Acid envoloping on a baseship as well. Did you do the comparsion against Massive mounts or standard mounts. I don't think that the damage is that much more than the massive mounted weapons that are in use now.
 
 This can not be upgraded to a higher mounting as it too large.
 
 Also due to the size, there is very little room left in the ship for anything else after equiping engines, solar sail and either computer or crew components, I think that it is about 100kT, no much room for cobat scanners, ECM, armour, shielding etc.
 Makes it very venarable to missiles, mines, satelites and fighters.
 Also since it only moves at 3 combat moves then it can be closed on by enemy ships very quickly and shot up. This ship is very definately a fleet ship.
 
 
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				March 28th, 2001, 04:22 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: Spinal Mounted Guns 
 Note that weapons can still fire when you're outta fuel (Last I checked), the only penalty is reduced movement & no shield regen.
 Starting a battle without fuel is slightly different, but you can still fire weapons without fuel.
 
 The comparisons are for standard weapons, Massive mounts boost the damage factor by some other factor, don't have the stats with me.  (large mounts are x1.333)
 
 So on a baseship, you'll get a slightly lower damage factor than a MMWMGIII.
 
 You still have much more range, which is tempered by the lack of defence.  Looks good, except for the firing when outta fuel thing.
 
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				March 29th, 2001, 05:12 PM
			
			
			
		 |  
	| 
		
			|  | 
 Second Lieutenant |  | 
					Join Date: Aug 2000 Location: New York, New York USA 
						Posts: 480
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Spinal Mounted Guns 
 Ok, if you are going to use stuff from other games please at least mention what system you are taking them from . I beleive the spinal mount is from Either Space Travler or Space opera.
 ------------------
 Seawolf on the prowl
 
				__________________Seawolf on the prowl
 |  
	
		
	
	
	
	
	
	
	| Thread Tools |  
	|  |  
	| Display Modes |  
	
	| 
		 Linear Mode |  
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |