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January 13th, 2007, 01:05 AM
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Sergeant
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Join Date: Jun 2004
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Re: SE V: Unique Abilities And Ideas
A ship with stealth or cloaking abilities but in it's own class. Like Frigates, Destroyers, Cruisers, Battleships. The equivlent we have for a ship that can "cloak" is Submarine, but thats not going to work in space.
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January 13th, 2007, 02:06 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: SE V: Unique Abilities And Ideas
This should be what you are looking for I think. Also I sent it to you by PM.
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January 13th, 2007, 02:46 AM
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Sergeant
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Re: SE V: Unique Abilities And Ideas
Right, lol Sorry to confuse you, but I meant what would you CALL it as a class.
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January 13th, 2007, 03:12 AM
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Brigadier General
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Join Date: Nov 2001
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Re: SE V: Unique Abilities And Ideas
LOL; Ok I understand what you are asking for now. Well than the answer to that is a matter of opinion. Personally I have always called them Scouts. I have heard scouts described as other things though. To me if a ship is sneaking around trying to look where it knows it shouldn't it is a Scout. Everything else is an Explorer. Naturally you want a Scout to be stealthy so there you go! My .02$
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 13th, 2007, 03:22 AM
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Sergeant
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Join Date: Jun 2004
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Re: SE V: Unique Abilities And Ideas
Hmmm...I thought about scout, but to me that implies a small, fast ship. What I was thinking about was AT original idea of a "Submarine" in space. Think, Romulan Warbird or Klingon Bird of prey. Something flying through enemy space undetected trying to find easy or undefended targets to destroy. To me scout just doesn't work. I was thinking about using "Raider" to define the class, but I wonder if maybe I should just do something like "Stealth Cruiser".
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January 14th, 2007, 07:03 PM
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First Lieutenant
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Re: SE V: Unique Abilities And Ideas
Quote:
the game restricts the accuracy to the range of 1% to 99%.
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Can you confirm this? I'm trying to put your excellent idea to use, but I'm finding that with 50ms PD guns and a -999 accuracy modifier formula, they don't hit *anything*. Tried this with a maximum of 15 PD guns, but every missile still got through every time. Lowered the acc modifier to -90% but then it became sort of overpowered even with only 4 PD guns. Putting it somewhere inbetween 90-99% should be fine, but then comes the problem with racial modifiers and such again, that's why I'd like to know if you can confirm the 1% chance to hit minimum part.
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January 14th, 2007, 07:28 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE V: Unique Abilities And Ideas
Well, until recently, my troops had a net modifier of -30% to hit because the +100% wasn't working. (I put +100/-100 on them to make fighter weapons inaccurate against ground targets, except for the bombs)
Naturally, all the troops with ammo requirements ran out of ammo before a noticable hit was scored. But with a pile of laser troops zapping away, they eventually get got a hit flare.
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