Re: Basic Tech Mod Info
"Make armor piercing weapons, we have armor piercing weapons now."
From my perspective, the problem with AP weaps is balance, there being nothing that will stop them. It's a bit like Null-Space weaps in the std game.
I agree anti-engine missiles are legit; what about anti-engine mines, though?
Can weaps fire 2+ times per round? Reload .5? (from Torp suggestion)
My current thinking on missiles/torps is leave torps alone (as direct fire); missiles will be set up in a research grid similar to armor. Launcher tech will develop launchers (fire rate/weapon size); warhead tech will develop yield (damage); Missile tech will develop delivery vehicles (speed, seeker resistance). Individual sub-tech areas will develop additional areas such as Sprint Missiles, Engine Destroying, High Yield, etc.
Something similar will probably (possibly? depends on time) be done with the slug throwers, with less differentiation, just to give a different feel. PD will probably adapt the P&N style, with name changes (don't know if we have any lasers capable of bLasting nukes), i.e. "short-range" and "mid-range."
Keep the comments coming!
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"The Unpronounceable" Krsqk
Basic Tech Mod
[This message has been edited by Krsqk (edited 23 July 2001).]
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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