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April 24th, 2001, 12:08 AM
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National Security Advisor
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Re: Opinions wanted on new tech (Pirate Mod)
FYI: unless something has changed since I tried it, "destroyed on use" does NOT work for weaponry.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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April 24th, 2001, 12:12 AM
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Shrapnel Fanatic
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Re: Opinions wanted on new tech (Pirate Mod)

well...30 reload is OK too, then. Make it destroyed on use also, so when MM get it working for weapons, you'll be all set.
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April 24th, 2001, 12:28 AM
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Sergeant
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Re: Opinions wanted on new tech (Pirate Mod)
Thankx for the info Phoenix.
Uh, Mr. Junkie... I'm not sure which way you're suggesting.... bigger and more effective or smaller with low acc (like I have).
I will have a variety of PD in my mod, all are diffrent:
PD guns: Small, fairly accurate, low damage & CLOSE Range... blown away with armor
PD Cannons: Medium range, accurate, 20ton, high damage
RAP:small, counts as armor (but only 1/3 hits of normal), contact range, 1 use vs. missile(only) with high damage and ok accuraccy
Countermeasures:Tiny,very-low accuracy,"contact" range, high damage, 1 use (missile only)
PD rocketry: Long range, Heavy weapon, High Damage, accurate and reload 2
Might add lasers:
PD Lasers: like PD guns, but longer range better accuracy and twice as heavy.
PD Laser Cannon: Like PD cannons, but longer range, lower damage, more accurate, 5tons heavier.
Might add Particle accelerator
PD N-PAWS Cannon(neutral particle accelerator weapon system): Like PD cannon but more accurate and better damage, 10tons heavier.
PD Light N-PAWS (like guns, but heavier, better damage & accuraccy)
All PD requires Point-Defense Weapons, additionally:
Guns/Cannon: Projectile Weapons
Lasers/Laser Cannon: Laser Weapons
Rocketry/countermeasures: Missiles
Particle Accelerators: Particle Weapons
RAP: Armor
(I'm also adding a bunch of missiles and launchers)
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April 24th, 2001, 12:47 AM
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Second Lieutenant
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Re: Opinions wanted on new tech (Pirate Mod)
I like linking the new PD's to other "less valuable" weapons areas. Put one that requires Menson BLaster and I might even research it for the first time 
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April 24th, 2001, 12:52 AM
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Sergeant
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Re: Opinions wanted on new tech (Pirate Mod)
That's possible, thought about adding PD's for Mesons and anti-polorons...
As far as the techs that I am linking the PD's to (except armor), they're all starting techs in my mod (Projectile/Laser/Particle/Missile). All weapons start at level 0, so you have to use some of your reseach bonus to "determine" your race's weapon style (to balance this I give you Troops, Applied Political Science, Biology (Actually removed Biology, and renamed Applied medical science to biology) and repair at level 1)
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April 24th, 2001, 03:37 AM
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Shrapnel Fanatic
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Re: Opinions wanted on new tech (Pirate Mod)
Sorry for the delay, my internet provider dropped out for an hour
Basically, I was saying
-Continuous fire PDC
vs
-One-shot burst-fire CM, with less total firepower.
You need each type of PD to specialize in a certain area.
-range
-damage
-ammo
-Rate Of Fire
-accuracy
-some special secondary ability
-etc.
Looks like you got
-ROF (Countermeasures)
-range (Lasers, rockets)
-accuracy (Cannon Versions, rockets)
-Ammo (Lasers, Guns)
-damage (PDgun Cannon, rocket)
-Special ability (RAP- armor)
Advantages for stuff:
PDG: some ROF, Accuracy, Ammo
PDGC: some range, Accuracy, damage, Ammo
RAP: some Accuracy, Damage, Ability-Armor
CM: ROF, damage
PDR: Damage, Range, Accuracy
PDL: Ammo, Range, Accuracy
PDLC: Ammo, Range
NPC: some Ammo, some range, Accuracy, Damage
NPCL: some damage, Accuracy, Ammo.
Interesting, but quite confusing about what abilities each has.
Perhaps standardizing the stuff.
eg.
Guns: high damage, med fire rate, short range.
Lasers: Low damage, med fire rate, long range.
PAWS: high Accuracy, med damage, low fire rate, long range.
"cannon" suffix = extended range, heavier damage, lower fire rate.
RAP, Rockets & CM are special.
Meson bLaster tech could be used for the PAWS stuff.
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April 24th, 2001, 04:53 AM
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Sergeant
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Re: Opinions wanted on new tech (Pirate Mod)
Well, they are kinda standerdized...
Projectile: "The Control Group"
Laser: Slightly heavier, Better range and accuracy, lower damage
Particle: Heavier, slightly better range/accuracy, Higher damage (tears up fighters!... just added them & started testing.)
Light Guns: Counts as armor, gets taken out easily by weapons and fighters. Each type has better resistance: Guns (2xtonnage), Lasers (2.5x tonnage), PAWS (5x Tonnage)
Cannons: Adds Weight/Range/Accuraccy/Damage
Missiles: High range/damage, good accuracy, Heavy with reload 2
RAP & CM: special... single use, lower acc then PD weapons... RAP is better, Heavier + armor
As far as meson bLasters being advanced particle weapons... I'll probally do exactly that.
Projectile weapons: Guns->Electomags->Gravguns (I was gonna make grav stuff a seperate racial tech, but decided against it)
Laser Weapons: Laser->Xaser->Graser (Gamma radiation laser)
Particle Weapons: N-Paws/C-Paws(charged particle accelerator, more damaging but only works vs. planets (needs an atmosphere)->Meson Particle Accelerators->Anit-Particle Accelerator (fewer levels... higher cost)
Each type will be a seprate field (laser,Xaser,Graser), but will require the Last level of the previous type and one higher physics... So Laser needs nothing, but Xaser needs laser 5 & Physics 1, Grasers need Xaser 5 and Physics 2. Projectile weapons will need physics for Electromags, but Astrophysics for Gravguns... Missiles might need chemistry or propulsion to start a new "Tech Thread". (I still got some work to do on the tech-tree)
This is in addition to missiles, planetary weapons, torpedos, Poloron weapons (std/phased/anti), Fusion Weapons(high-energy discharge), Gravity weapons, etc.
I just wish MM would get around to activating the CUSTOM GROUPS so I can finish up my mod and post it! (instead of jus' talkin' 'bout it  )
[This message has been edited by Trachmyr (edited 24 April 2001).]
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