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  #61  
Old July 29th, 2003, 09:10 PM

Phoenix-D Phoenix-D is offline
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Default Re: Psychology mods? Increasing the role of troops?

"What is the max speed you can put on a missile?"

Unlimited, IIRC. Of course, even with unlimited speed it still won't move immediately, or for that matter go past its maximum range.
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  #62  
Old July 29th, 2003, 09:12 PM
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Default Re: Psychology mods? Increasing the role of troops?

Ships can ram planets.

Missiles can't move more than 255, certainly.
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  #63  
Old July 29th, 2003, 09:23 PM

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Default Re: Psychology mods? Increasing the role of troops?

That would be, oh, the limit of the combat map? Or another too high for this variable.

Considering that they'll only ever -fire- at 20, that's effectively unlimited.
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  #64  
Old July 29th, 2003, 09:25 PM
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Default Re: Psychology mods? Increasing the role of troops?

No, that is the max number of move points anything can have.

Give them a 21 range and they have no limit on how far they can travel.

[ July 29, 2003, 20:26: Message edited by: Imperator Fyron ]
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  #65  
Old July 29th, 2003, 09:43 PM

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Default Re: Psychology mods? Increasing the role of troops?

Ok, thanks for the tips.

Any suggestions on how to create a balance between weapon platforms and normal weapons not being able to target them? I want them to still be able to defend the planet, but make be only one tool. I want layered defense of fighters, sats, mines, and weapon platforms. I see the attackers using dedicated anti-planet ships, fighter bombers, and assault troop landers.

I'd consider removing WP's entirely or making them only PD, but then the dedicated anti-planet ships can waltz in untouched (except for mines, defending fighters and sats, I guess). Would making all planetary assault weapons seekers work? This would add a new level to the Seeker/PD race, I suppose.
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  #66  
Old July 29th, 2003, 09:48 PM

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Default Re: Psychology mods? Increasing the role of troops?

Right, but they still won't fire except at range 20. Hmm. The "damage at range 21" thing..does that work if the -actual- range is shorter than 20? Like, say..

100 100 100 50 25 12 6 3 2 1 0 0 0 0 0 0 0 0 0 0 1
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  #67  
Old July 29th, 2003, 09:58 PM

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Default Re: Psychology mods? Increasing the role of troops?

To tone down Weapon Platforms, what are my options? Which is the best?

1) Increase size and expense to decrease the number of WPs

2) Create a whole weapon series unique to WPs to limit them, but also use weapons like shield depleters, engine killers, repulsors

3)Remove them entirely, shift defense to mines, fighters, sats

I suppose I should make sure sats don't become overly powerful, too. Am I worrying about this too much?
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  #68  
Old July 29th, 2003, 10:09 PM

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Default Re: Psychology mods? Increasing the role of troops?

Another option: Make anti-planet weapons (napalm, etc.) reload time of 30. That way they get a big hit in, but can't stick around and keep pounding.

What do you think?
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  #69  
Old July 29th, 2003, 10:12 PM
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Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by Phoenix-D:
Right, but they still won't fire except at range 20. Hmm. The "damage at range 21" thing..does that work if the -actual- range is shorter than 20? Like, say..

100 100 100 50 25 12 6 3 2 1 0 0 0 0 0 0 0 0 0 0 1
No idea. You could go test it and report back the results.

What I think happens is that the weapon can fire at any range that it has a non-zero value. If you give it 0 0 10 10 0 0 it will not be able to fire at range 1 or 2, but can fire at ranges 3 and 4.

[ July 29, 2003, 21:13: Message edited by: Imperator Fyron ]
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  #70  
Old July 29th, 2003, 10:59 PM

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Default Re: Psychology mods? Increasing the role of troops?

Question: Weapons that affect only components (shields only,weapons only, etc.). Do they still damage units? I know they don't damage the components in a unit per se, but does the unit take damage overall? Do these weapons then damage facilities?
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