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October 22nd, 2003, 02:28 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Abilities for objects in SE5!
List 'em here, and get Aaron to see them!
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Things you want:
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October 22nd, 2003, 03:39 AM
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General
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Join Date: Jul 2001
Location: Canada
Posts: 4,603
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Re: Abilities for objects in SE5!
define objects please
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RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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October 22nd, 2003, 04:09 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Abilities for objects in SE5!
Anything that can be given abilities. Components, facilities, hulls, etc.
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October 22nd, 2003, 04:37 AM
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First Lieutenant
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Join Date: Sep 2000
Location: Texas
Posts: 626
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Re: Abilities for objects in SE5!
Ability for multiple damage types on a single weapon. Instead of only hurts engines how about only hurts engines + skips armor + half damage to shields.
I have a list a mile long but I will just do that one for now.
Want to see how many on my list get duplicated by others.
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Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
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October 22nd, 2003, 05:04 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Abilities for objects in SE5!
% cloaking chance, % penatrating hit chance. ability to design ship sizes. ability to tow ships and bases and stuff. decimals. not just whole numbers like it is now. stuff that returns a bonus based on how far away the second thing is. like a palace that improves 40% -1% per secter. or whatever distance will be in. or a shield booster that boosts sheilds 100 points -2.5 points per secter but only in the same solar system as the booster.
cheese. well, ok, i just threw that in there to be in character.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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October 22nd, 2003, 11:46 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Re: Abilities for objects in SE5!
I will have only two suggestions for now:
* Increased/decreased accuracy over long range. The accuracy of a weapon could decrease by 15% every sector in the case of a decrease, and by 5% when it is an increase. Or perhaps being able to set the hit chance for every range.
* Broader range of damage (and its counterpart): that would make the damages done by such a weapon less reliable and fixed. Say, an extreme weapon which does damage like 10-60. On the other hand, a "reliable" weapon would have a damage range of 30-35 for instance.
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