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Low end mines?
Posted: Mon Aug 07, 2006 3:13 pm
by neilplus
At the moment, we have missiles (30cr), ECM hardened missiles (350cr) and Q-bombs (2500cr).
How about having things in between? For example:
Type II Missile: 100cr - like a missile, but only has a 50% chance of being ECMed.
Nuclear Mine: 500cr - does the same damage as a Q-bomb to whatever it touches. Only has half the blast radius, and no quirium cascade chain reaction.
Fusion Mine: 1000cr - does the same damage as a Q-bomb to whatever it touches. Has the same blast radius, but no quirium cascade chain reaction.
It would be nice to have something I could use to blast the Thargoids next to me without taking out the Behemoth 20 km away
Re: Low end mines?
Posted: Mon Aug 07, 2006 7:49 pm
by ovvldc
neilplus wrote:At the moment, we have missiles (30cr), ECM hardened missiles (350cr) and Q-bombs (2500cr).
Energy Bomb?
Posted: Tue Aug 08, 2006 6:28 am
by lucabu
Energy bomb is difficult to manage if you want to keep friendly ships safe. It destroys EVERYTHING (well... almost
) within the blast range.
Posted: Tue Aug 08, 2006 8:27 am
by Arexack_Heretic
QC mines-lite....a contradiction.
You do realise that the only things that differentiates a Q-bomb from a missile are:
- a five second delayed detonation
- no intercept capability
- it has the cascade effect
Take away the cascade and you have a missile without a rocketengine.
Normal missiles are the low-budget ammonitions for your pylons at the moment, at the price of a tun of liquor they are dirt cheap.
Keep bringing up ideas though.
I have been wanting to do a weapons expansion oxp.
And Giles is working on new weapons too, including a rocketlauncher.
I have a question for Giles in this subject:
Can ships be limited to the type of missiles they can carry?
(NB it would be fun to build a rocket ship, carrying only dumb missiles, but if it would have ECm missiles onboard, the balance is way off!)
Posted: Tue Aug 08, 2006 11:41 am
by Cmdr. Wombat
Arexack_Heretic wrote:I have a question for Giles in this subject:
Can ships be limited to the type of missiles they can carry?
(NB it would be fun to build a rocket ship, carrying only dumb missiles, but if it would have ECm missiles onboard, the balance is way off!)
One problem with a rocket ship is that it can be taken out by its own missiles if you're quick with the ECM. I once tried to turn the Ixian Battlecruiser into a rocket ship and had that problem. It's only feasible right now if the rocket ship is loaded with just ECM-hardened ordinance.
Posted: Tue Aug 08, 2006 2:52 pm
by Arexack_Heretic
DUMB missiles would be invulnerable to ECM and fly only in a straight line(torpedoes/rockets), or have minimal tracking ability. (a slow turn or delayed intercept script)
Posted: Tue Aug 08, 2006 3:01 pm
by Cmdr. Wombat
Arexack_Heretic wrote:DUMB missiles would be invulnerable to ECM and fly only in a straight line(torpedoes/rockets), or have minimal tracking ability. (a slow turn or delayed intercept script)
That would make for interesting broadside battles. Or they could be used for planet/station bombardment platforms. I see what you're getting at now.
Posted: Tue Aug 08, 2006 3:13 pm
by Arexack_Heretic
We'll just have to wait untill G comes out with the new hardware.
't Would be a pitty if hard work would go to waste.
Posted: Tue Aug 08, 2006 6:07 pm
by neilplus
Arexack_Heretic wrote:QC mines-lite....a contradiction.
You do realise that the only things that differentiates a Q-bomb from a missile are:
- a five second delayed detonation
- no intercept capability
- it has the cascade effect
Take away the cascade and you have a missile without a rocketengine.
True, to a certain extent, but my Wolf Mk. II with all the mod. cons. survives a hit from an ECM-hardened missile. It doesn't survive the mistakenly-launched Q-bomb (hearken to the voice of experience
), cascade or not.
My suggestion is that we have something that would still kill the fully-equipped Wolf, but not have such potential for friendly-fire problems. Perhaps people might prefer a 1000cr ECM-Hardened Nuclear Missile - guaranteed to kill anything - but I felt that making it a low-end mine would introduce a penalty on ease of use, to compensate for the amazing-but-controllable destructiveness.
Posted: Tue Aug 08, 2006 6:19 pm
by Arexack_Heretic
Easy :
just change the "becomeEnergyBlast" in the timebombAI to
"setDesiredRange: 250, dealEnergyDamageWithinDesiredRange, becomeExplosion"
Copy the QC-mine entry in the shipdata.plist.
Change the name, weaponEnergy
Add an entry into the Equipment.plist
Done
edit:
Don't forget to add the EQ to the shipyard.plist
Posted: Tue Aug 08, 2006 11:31 pm
by Arexack_Heretic
Done!
A quick and dirty hack, as an example how to do these things.
Go to Oosat_two/equipment and get the surplus-weapons-oxp-hack.
edit:
Didn't bother to test it, so Murgh tells me today that buying the weapons causes a hardcrash. As there is no excessively on-the-edge coding here, I suspect a typo. *sigh*
Posted: Wed Aug 09, 2006 3:37 pm
by neilplus
Wow. The speed at which you people respond never ceases to amaze me!
Posted: Wed Aug 09, 2006 5:43 pm
by Arexack_Heretic
Adding missiles is fine
but adding a QC-bomb role equipment is not working as should be.
working on it.
Ah and: NEW! Torpedo MkI lite. The 'civilian lite edition of the ordnance used by the navy. It works like a dream...may have to degrade the maneuvrability somewhat.
Posted: Wed Aug 09, 2006 6:25 pm
by Murgh
wonder if its possible 'from the outside' to add various small custom HUD icons for the different pylon weapons..
Posted: Wed Aug 09, 2006 6:44 pm
by Arexack_Heretic
And then it didnt work anymore.