Hi,
I just updated to the newest trunk version and had a very strange experience: A missile went through my defense systems and caused massive energy damage - but the shields did stay untouched. Is that some sort of special missile or a new "feature"?
Screet
Trunk: Missile hits energy banks instead of shields
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- Eric Walch
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Re: Trunk: Missile hits energy banks instead of shields
Have you by any chance my experimental penetrating torpedo installed? That missile/torpedo can be used by NPC ships and will penetrate your shields without damage and explode inside your ship with great damage. It works that way by design. It is slow though, so you can evade easy from it.Screet wrote:I just updated to the newest trunk version and had a very strange experience: A missile went through my defense systems and caused massive energy damage - but the shields did stay untouched. Is that some sort of special missile or a new "feature"?
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Re: Trunk: Missile hits energy banks instead of shields
Wow!Eric Walch wrote:Have you by any chance my experimental penetrating torpedo installed? That missile/torpedo can be used by NPC ships and will penetrate your shields without damage and explode inside your ship with great damage. It works that way by design.
That's creative ... in an evil way. I like it
L
Re: Trunk: Missile hits energy banks instead of shields
Not that I know of...but that sounds like a very interesting weaponEric Walch wrote:Have you by any chance my experimental penetrating torpedo installed? That missile/torpedo can be used by NPC ships and will penetrate your shields without damage and explode inside your ship with great damage. It works that way by design. It is slow though, so you can evade easy from it.
Screet
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- Eric Walch
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Re: Trunk: Missile hits energy banks instead of shields
I created the torpedo because pagroove dared me to design a missile that could destroy its Orisis megaship. Normal missiles use the command: dealEnergyDamageWithinDesiredRange to invoke damage. But very big objects don't get a scratch from a missile. So I think there must be a bug in the code somewhere. But I never could find it. The code always seems to correctly calculate with the centre distance corrected for the collision radius. Thus it always really works with the distance to the ships hull. Still big ships are never scratched.Screet wrote:Not that I know of...but that sounds like a very interesting weapon
So for the Orisis ship I designed a torpedo with 10 sub-munitions that each do 125 of energy damage directly. (About 2 energy banks each). I spawn the submunition very close to the ship, so not all charges survive the spawning. 50 till 80% does survive and does severe damage. It is almost as deadly as a q-mine so I made it as expensive as the q-mine. For ships like a behemoth or a dredger you still need several missiles, so buying a q-mine is probably more economic.
I never tested it against a player but after Screets message I did. It directly affects the energy banks without doing shield damage. But in order to survive you probably need 19 energy banks. I don't think normal players have that many, so it is just instant death for a player.
A link is in Pagrooves Orisis threat. I'm unsure if I should make it an official release in this state. In order of game balance it seems okay as it is still less deadly as an q-mine against big objects. Main advantage is that you can kill a single ship without blowing up a whole area.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: Trunk: Missile hits energy banks instead of shields
It was a single missile that did hit me...and unless L did include your new toy into OSE without me being able to see it for sale anywhere, it must have been something different that did hit me.Eric Walch wrote:So for the Orisis ship I designed a torpedo with 10 sub-munitions that each do 125 of energy damage directly.
Screet