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  #11  
Old April 6th, 2006, 05:29 PM
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Default Re: Instant Repair possible?

Maybe but I need the weapon to blow up after the first shot, repairing it is not a concern till I can overcome the first problem. As the game works now you can�t build a weapon that blows up after one shot.
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  #12  
Old April 6th, 2006, 05:57 PM
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Default Re: Instant Repair possible?

What, so Nuclear Torpedoes aren't enough of a weapon for you? They blow up pretty good after being used.

I can see a couple of things that would approach your intent, though the actual "use it, lose it" part isn't going to work.
- Make the weapon very fragile, with a low hitpoint amount and nasty abilities (Armour comes to mind). It will be destroyed pretty quick that way - if someone on the other side is firing, that is. You could add a huge penalty to defence, just to make sure it *will* be destroyed as soon as something targets it, and the player will be glad the weapon is gone.
- You could also use a reload time of 30, just to make sure the weapon isn't going to be very useful. This could be used in addition to the effect outlined above.
- You may also wish to make the weapon cost a huge amount of supplies, though this will be difficult to handle. Even weapons that don't need any supply cannot fire without supplies, so you cannot just set an insane value to the one-shot weapon and make all other weapons use no supplies. Probably the worst idea, unless you plan to use drones.
- You could mount the weapon onto drones, and give said weapon an insanely high supply requirement. That way, the drone will fire the weapon once, and then be destroyed. You can then boost your weapon if you are so inclined, since drones aren't particularly the most dangerous hull out there.
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  #13  
Old April 6th, 2006, 09:27 PM
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Default Re: Instant Repair possible?

Making the weapon BE a drone is a good possibility too.
The drone gets destroyed when it rams (use), and you go build another one.
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  #14  
Old April 6th, 2006, 09:29 PM
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Default Re: Instant Repair possible?

What I have built into the mod is a one shot every 30 turn�s weapon. Now you may not like the re-supply idea but I sure do! Never thought of taking that approach! The problem I see is if a fleet stops on the same sector for a turn the weapon (it is actually a satellite based weapon) will pull supplies from the fleet in the sector and this would be very bad. Any ideas?

One more thing can you take a look at my LS and CQ problem over here: http://www.shrapnelcommunity.com/thr...=5&o=7&fpart=1

I would like to know if you have any suggestions for me.
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  #15  
Old April 6th, 2006, 09:37 PM
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Default Re: Instant Repair possible?

Huh? Fleets do not share with anything not in the fleet.

If you're fleeting with satellites, you have bigger problems than supply issues.
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  #16  
Old April 6th, 2006, 10:18 PM
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Default Re: Instant Repair possible?

Good so if the fleets don�t share with other units in the sector this becomes an option for me to take for that satellite type. I have always been under the impression that any friendly unit of an empire would share supplies with other friendly units in the same sector.
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  #17  
Old April 6th, 2006, 10:48 PM
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Default Re: Instant Repair possible?

Do you want the weapon destroyed after it's been used?


Make it a drone that can't have any engines. Give the drone an innate ability to have supply storage over 1000+ points. Make the weapon 10X the size so that it can't fit in any drone. Give the weapon drone a specific Mount, to allow shrinking the weapon down to the proper size.

Have the weapon use up exactly the amount of supplies the drone can carry. Keep the reload at 30, so that after it fires it can't fire again.

Then on the following round the drone is destroyed because it ran out of supplies.
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  #18  
Old April 6th, 2006, 10:50 PM
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Default Re: Instant Repair possible?

If you want the drone to be able to fire again in the future, then do the following. Give this weapon drone supply regen of X amount above the Drone supply use per turn setting.

Weapon's Supply Need/X = Turn Reload time
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  #19  
Old April 7th, 2006, 07:17 AM

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Default Re: Instant Repair possible?

Quote:
President_Elect_Shang said:
What I have built into the mod is a one shot every 30 turn�s weapon. Now you may not like the re-supply idea but I sure do! Never thought of taking that approach! The problem I see is if a fleet stops on the same sector for a turn the weapon (it is actually a satellite based weapon) will pull supplies from the fleet in the sector and this would be very bad. Any ideas?


There is a problem with the resupply method, satellites do not use supplies, unless I am mistaken.
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  #20  
Old April 7th, 2006, 10:19 AM
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Default Re: Instant Repair possible?

Quote:
shinigami said:
There is a problem with the resupply method, satellites do not use supplies, unless I am mistaken.
They don�t that I know of but the weapon mounted on the satellite can.
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