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January 24th, 2005, 11:45 AM
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Captain
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Join Date: Jun 2002
Location: Texas, yall
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Re: Carrier Battles Mod
I would like to play this mod...someday. 
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January 24th, 2005, 04:12 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
An update:
Added the cannon mounts. From 20mm to 100mm in 5 steps. -10% accuracy per level, variable increases in damage power up to +70% for the biggie. The biggest two get a range increase as a bonus.
Weapon size scales as radius squared, so you get the whole gamut from 2kt guns to 50kt guns.
Been working on some scale issues between C&C, engines and cargo requirements.
More work still to be done, especially on balancing damage vs shields/armor on the 4-way fighters/ships interaction.
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January 24th, 2005, 04:43 PM
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Major
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Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
-10% accuracy per level
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Just for that, I would never use the larger mounts unless I had a ridiculously high combat bonuses advantage over all my enemies. With the way combat bonuses work in SEIV, that is much too large a penalty for the larger mounts to be viable unless they give a damage bonus of around +200% to +300% at a minimum for the largest. Yes, that's triple to quadruple damage/space, and even then the largest might not be useful.
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January 24th, 2005, 04:53 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Keep in mind that the ranges are only 2-4 for these capital ship weapons. The zero-point will be in the middle, too.
So the 20 and 40 mm guns should have some chance of hitting fighters, and the 100mm gun should have about 40% to-hit even at the doubled max range.
Also, the additional punch of the big guns will be more effective than it looks, since the captial ships will be using leaky shields. The smaller guns will end up doing no damage to most capital ships, and much of the medium guns' damage will be negated.
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January 24th, 2005, 04:59 PM
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Private
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Re: Carrier Battles Mod
Suicide:
The more you describe your idea, the better it sounds. Can't wait to check it out.
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January 24th, 2005, 10:10 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
...
Added the cannon mounts. From 20mm to 100mm in 5 steps. -10% accuracy per level, variable increases in damage power up to +70% for the biggie. The biggest two get a range increase as a bonus.
Weapon size scales as radius squared, so you get the whole gamut from 2kt guns to 50kt guns.
...
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Hmm. Doesn't this mean that 2kT guns have much more firepower AND accuracy than the same tonnage of larger guns? Or is the 70% firepower advantage calculated per kT, so the 50kT gun actually does 50/2 x 1.7 = 42.5 times the damage of a 2kT gun?
PvK
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January 24th, 2005, 10:14 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
+70% in damage/kt/turn
Plus the fact that they're huge makes them do tons of damage
so the 2kt gun might do 2 damage, while the 50kt gun does 85 ish.
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January 24th, 2005, 10:16 PM
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First Lieutenant
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Re: Carrier Battles Mod
Don't quote me on this, but isn't that true in reality? Take a .22 caliber rifle and scale it up to a 16 inch bore and (ignoring physics) it'll outperform a 16 inch battleship gun.
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This is the 21st century, right? Then where the hell is my flying car?
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January 25th, 2005, 04:28 AM
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Captain
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Re: Carrier Battles Mod
So, how are missiles going to be handled?
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January 25th, 2005, 02:01 PM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Could you be more specific?
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