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Weapons

 
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Rathan
Space Emperor


Joined: Jun 07, 2005

PostPosted: Fri Feb 10, 2006 4:10 am    Post subject: Weapons Reply with quote

What are the weapons in the mod going to be like?
About how many will most ships have?
Will they be the same amount as normal Starfury, or more like 10-20 per ship?

How are you going to do point-defense?
Are basic blaters going to be the point defense or will you have blaters be the main ship-to-ship guns and something else be the point defense?


Sorry if this is too many questions.


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bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Fri Feb 10, 2006 6:41 pm    Post subject: Reply with quote

In a nutshell:

the main weapons will be:
Blasters (normal, twin, quad)
Laser Cannons (normal, Dual, Quad)
Turbo Laser Cannons (normal, Dual, Quad)

Ion Cannons
Ion Cannon Batteries

Proton Torpedos
Concussion Missiles

There will be some other options but these will be, by far, the most common.

There will be no PD weapons at all but Blasters will be able to target seekers. All other weapons will be able to target everything else but the ROF will be signifcantly slower with larger weapons.
"Their fighters are so small that they are evading our Turbo Lasers"

There will also be 2 types of shields. All the laser weapons will skip the partical shields and all the missiles will skip the Deflector shields. Missiles do loads of dmg but have a VERY slow ROF

Blasters can fire 10x per second
Lasers can fire 5x per second
Turbos can fire 2x per second
Missiles can fire 1x every 5 seconds

All shields have a recharge rate that is significant. If a ship gets a repreave without taking too much dmg, it can restore it's shields relatively quick. That still has to be tested to make sure we get the rates balanced enough.

Armor is going to be handled quite a bit differently from stock. All ships will have a 'layer' of armor slots around the hull. To be fully armored, you would need to have LOTS of armor components covering your hull. It will be cheap, disposable, and plentiful.

There may be changes to these as we get into the testing phase but so far, this is where things stand.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Fri Feb 10, 2006 6:46 pm    Post subject: Reply with quote

As for weapon numbers, probably less per ship than in stock except for on the REALLY big ships, of course.

Most weapon arcs will be far greater than stock, however.

ie: millienium falcon weapon slots (only 2) will have 360 d fire arc for its turrets but the missile slots (probably 1, possible 2) will only fire straight out the front 10 d arc max.

fighters will have a very small fire arc straight out the front but will have incredible manuverablitly and speed compared to any capital ship.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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GMLocutus
Moderator
Moderator


Joined: Aug 05, 2003
Location: The North, UK

PostPosted: Fri Feb 10, 2006 6:46 pm    Post subject: Reply with quote

on a note about shield regeneration, we plan of having astromech droids be used primarily for freighters and lower and full repair crews for capital ships, although you can't seperate the 2 (like not having repair crews onboard a freighter) the component sizes will to some extent stop that from happening, but both will roughly be balaned out . Droids can repair faster but at a smaller amount of "hp" and repair crews repair at a slower rate with with greater amount of "hp" to shields and hull.

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Fri Feb 10, 2006 7:17 pm    Post subject: Reply with quote

I think the fire rates are too high for the energy weapons, much faster than the player can actually find useful.

Space Empires Depot | SE:V Balance Mod


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bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Fri Feb 10, 2006 8:43 pm    Post subject: Reply with quote

CaptainKwok wrote:
I think the fire rates are too high for the energy weapons, much faster than the player can actually find useful.


Yeah, that will one of many things we'll be testing for. If I get my act together, that will start pretty soon.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Rathan
Space Emperor


Joined: Jun 07, 2005

PostPosted: Sun Feb 19, 2006 9:14 pm    Post subject: Reply with quote

Sory for taking too long to reply.

That's neat.
I think that is the best way of implementing the star wars weapons.

The energy weapons do fire a bit fst, but at least that is diferent.

I look forward to seeing this mod completed.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sun Feb 19, 2006 10:50 pm    Post subject: Reply with quote

It's fine that they fire faster than the other types of weapons, but it can't be so fast that the user can't hit 'fire' as fast as the weapons without button mashing. Razz

Space Empires Depot | SE:V Balance Mod


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SuicideJunkie
Leaky Guru


Joined: May 28, 2005
Location: Canada!

PostPosted: Fri Feb 24, 2006 11:17 pm    Post subject: Reply with quote

Simply hold down the fire key.
Instant refire until you touch some other key.

So just put a book on the "1" key, and fly with the mouse Very Happy


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GMLocutus
Moderator
Moderator


Joined: Aug 05, 2003
Location: The North, UK

PostPosted: Sat Feb 25, 2006 12:07 am    Post subject: Reply with quote

maybe we should release the mod with a free roll of duct tape Razz

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SuicideJunkie
Leaky Guru


Joined: May 28, 2005
Location: Canada!

PostPosted: Tue Mar 07, 2006 4:20 am    Post subject: Reply with quote

GMLocutus wrote:
on a note about shield regeneration, we plan of having astromech droids be used primarily for freighters and lower and full repair crews for capital ships, although you can't seperate the 2 (like not having repair crews onboard a freighter) the component sizes will to some extent stop that from happening, but both will roughly be balaned out . Droids can repair faster but at a smaller amount of "hp" and repair crews repair at a slower rate with with greater amount of "hp" to shields and hull.
Actually, you could force-separate them.

Simply have astromech slots, and repair crew slots. Only allow the component in its specific slot type.

You are not limited to the stock slot types.

The Starblazers mod, for example, has a "Wave Motion Gun" slot which only allows the WMG to be placed in it, naturally.


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