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  #1  
Old October 22nd, 2003, 02:28 AM
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Default Abilities for objects in SE5!

List 'em here, and get Aaron to see them!
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Old October 22nd, 2003, 03:39 AM

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Default Re: Abilities for objects in SE5!

define objects please
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Old October 22nd, 2003, 04:09 AM
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Default Re: Abilities for objects in SE5!

Anything that can be given abilities. Components, facilities, hulls, etc.
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Old October 22nd, 2003, 04:37 AM

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Default 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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Old October 22nd, 2003, 05:04 AM
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Default 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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Old October 22nd, 2003, 11:46 AM
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Default 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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