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Re: Random Ideas Thu, 14 September 2006 11:36 Go to previous messageGo to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Coyote wrote on Thu, 14 September 2006 02:16

I've got an idea. Reduce capital missiles to range 5 maximum and let torpedoes go to range 6. That way there's a more interesting interaction between them - torpedoes having weak firepower but both longer range and lower weight...

...and bigger accuracy. Such modding can be done without coding, item range and what not can be modded.
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Another thing I would like to try is re-introducing area effect torpedo type weapons as in early Stars! versions. Or, as per my idea in my still uncontsructed mod, a range 4 beam-like weapon class called Electromagnetic Gun (var. Railgun, Gauss Cannon, Wave-Motion Gun, etc...) that's heavier and more expensive than a typical beam weapon but can interact interestingly with cap missiles and conventional beams.

Area effect missile takes some additional coding. Probably not so simple to make it to look convincing at VCR. Beams range can be altered without coding but there are 3 types of beams, ordinary, gatling or sapper.
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With the power of having a brand new ruleset, though, you could give them fun effects, such as bypassing shields completely and dealing damage directly to armor (take that, RS!)... Effect: Equipped armor would have more effect than simply slowing your ships down. RS would be a riskier move. Might make Crobies overly strong.

And sappers overly pointless. Such weapon type takes also coding. Wink
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One more thing that'd be cool - I think this idea originally came up in discussions of Supernova - is to make point-defense beams, a la gatlings, that have a chance of destroying torpedoes that enter their weapon range (not necessarily having to be targeted at the equipped ship). This would allow the use of a "destroyer screen" to protect your capital ships.
It is possible to add base jamming to some hulls and jammer component to beams is possible (or even bomb component like to multi contained munition). However to let a token to jam for other tokens takes whole new feature of item (or hull) or new weapon type and effect takes coding.
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Oh, and before I forget, make Depleted Neutronium stong enough that a full slot can cloak a SS BB to 98% Crazy
Thats also possible without coding.

Heh... what we got to do is to code already existing properties and effects (no fancy new ones) so we can advance it from pre-alfa stage. What i am already worried about is that xml-based battle report will probably take quite lot of room. Wink


[Updated on: Thu, 14 September 2006 12:17]

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