Missiles

Command a squadron of spaceships
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Quorad
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Missiles

Post by Quorad » Sun May 17, 2009 4:48 am

Should we mod CM to be able to hold more missiles per ship? I always run out of ammo during certain missions when I'm outnumbered but not outgunned.
Is it worth it to make a missile editor and create new missiles? Of course the cost would reflect the missiles abilities. Splitter anyone? How about some mass driver cannons or photons?
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TheKangaroo
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Post by TheKangaroo » Sun May 17, 2009 1:24 pm

Sorry to bust your bubble, but... if you run out of ammunition you technically are outgunned.

There have been quite a few proposals for new missiles over the months and a few of them sounded pretty good. But I personally think that to have an automatic pricing system there an editor probably wouldn't allow for as innovative designs as we'd hope.

Quorad
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Post by Quorad » Sun May 17, 2009 2:58 pm

I don't want to see some uber destructive missile that is cheap.

To be innovative, we just need lots of different kinds of missile types and bonuses. Automatic pricing would be great in this perspective because you can't get something for nothing. For instance, a heavy missle by itself or a light missle with AI would be similar but a heavy missile that is agile and has artificial intelligence would be very expensive.
Maybe even some kinds of missiles that turn at very sharp angles and have very high thrusts, but have a very small warhead.
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TheKangaroo
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Post by TheKangaroo » Sun May 17, 2009 6:59 pm

Well, i figure along the lines of new combinations of thrust, turning and size of warhead a formula to calculate the price would be very possible. But the question is: aren't we already equipped with a pretty good mix in that regard? The proposed missiles I'd like to see are those with a few more quirks to them like missiles with sensors on them or cluster missiles. That's where both pricing and actually creating the things might become a little too much for a simple-to-use editor like the one we have for ships.

Quorad
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Post by Quorad » Fri May 29, 2009 7:11 pm

TheKangaroo wrote:Well, i figure along the lines of new combinations of thrust, turning and size of warhead a formula to calculate the price would be very possible. But the question is: aren't we already equipped with a pretty good mix in that regard? The proposed missiles I'd like to see are those with a few more quirks to them like missiles with sensors on them or cluster missiles. That's where both pricing and actually creating the things might become a little too much for a simple-to-use editor like the one we have for ships.


But I have hundreds of credits to toss into expensive ammo.
I wouldn't mind cluster weapons, in fact something with an AOE would be superb for those who invent missions with 100 enemy ships and you run out of ammo too early.
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the space predator
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Post by the space predator » Sat May 30, 2009 11:06 pm

I agree.

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Post by Conzul » Mon Jun 01, 2009 10:33 pm

Orrr...............if you're good enough, no matter which ship you fly you'll be able to pwn with whatever loadout you have already. I can play any given round and have missiles left over - my point - if you get skilled, you'll find that what's already there will do the job just fine. ;)

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Legacy
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Post by Legacy » Tue Jun 02, 2009 4:12 am

Super Starbases can eat a lot of warheads...
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Post by Fusion_power » Tue Jun 02, 2009 2:59 pm

Super starbases can eat precisely 6 plectrons. Under a few conditions, you can destroy one with 4. It has to do with hitting precisely on a corner with 4 plectrons and wiping out everything inside the shields.

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Post by the space predator » Tue Jun 02, 2009 4:52 pm

a super starbase has survive to more then 6 plectron in one of my game.
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Post by Fusion_power » Tue Jun 02, 2009 5:30 pm

The only reason for using more than 6 plectrons is that you were shooting the shields of the starbase. If you get on one side, hit it with 4 plectrons, then immediately fire 2 more plectrons into the same side, the starbase will go down.

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Legacy
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Post by Legacy » Wed Jun 03, 2009 5:34 am

Tricky part is making sure you hit the same side each time, as they're symmetrical.
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Post by the space predator » Thu Jun 04, 2009 12:08 am

Fusion_power wrote:The only reason for using more than 6 plectrons is that you were shooting the shields of the starbase. If you get on one side, hit it with 4 plectrons, then immediately fire 2 more plectrons into the same side, the starbase will go down.

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