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  #11  
Old February 17th, 2005, 04:45 PM
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Default Re: Splitting PD

You could also make another version - humans only - in which you split the PDCs anyway and have one type handle all the seekers and the other handle the rest of the irritating pests. You should then give the antimissile cannons +40/60/80 or something modifier.
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  #12  
Old February 17th, 2005, 06:49 PM
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Default Re: Splitting PD

Quote:
Phil said:
Well there goes another otherwise damn fine plan...

Still I might as well give it a try, what's the worst that can happend hey?
You succeed and we are all envious and steal your work for our mods.
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  #13  
Old February 18th, 2005, 10:16 AM
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Default Re: Splitting PD

Quote:
Atrocities said:
Quote:
Phil said:
Well there goes another otherwise damn fine plan...

Still I might as well give it a try, what's the worst that can happend hey?
You succeed and we are all envious and steal your work for our mods.
Possible, but then imitation is the sincerest form of flattery

Anyway thanks Alneyan , that was exactly the line I wanted. Seekers still get knocked out of the sky but fighters have a good chance. Perfect

Unfortunately I've now lost another excuse not to start the game story I've been promising myself I will write "just as soon as the mods finished". Bugger I may actually have to start it this weekend
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  #14  
Old February 18th, 2005, 05:11 PM
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Default Re: Splitting PD

PD missiles can be very useful and entertaining too.

With no autofire built in, your ships will have to use their multiplexing to pick and fire at incoming missiles / fighters / etc.
Although each missile individually has 100% chance to hit, there are still the problems of lead-time and overkill.
The former involves the fact that your missile must reach the enemy missile before the enemy missile reaches your hull
The latter involves organization between ships and among the weapons of each ship. You want to spread out your targets, so that you don't waste missiles against targets that have plenty of missiles inbound.

Overall, you get a healthy mix of offense and defense chance. When the defense outnumbers the offence by a large margin, there is still a chance to score some hits. Missiles fired from short range are liable to hit their targets before the PD can land their shots. The defenders will also be firing a lot of overkill, wasting supplies.

As the number of attackers increases, the missile targets spread out more, and you get less overkill. Defense efficiency improves, although they still will suffer more hits due to the larger volume of fire incoming.
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Old February 19th, 2005, 12:20 PM
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Default Re: Splitting PD

Make multiple types of PD!

Make small, rapidfiring guns that can target only seekers and have a big positive weapon modifier (as the guns fire very rapidly, you can easily predict the path of your bullets). Make PD missiles, in various sizes, with smaller, more rapid-firing versions targeting all but doing minor damage, larger ones target only fighters/sats/drones and doing larger damage. PD lasers (as in Proportions (or was it P&N? I get them confused all the time.)) that have a large weapon modifier but fire slowly/do less damage/are very large/etc. Very large PD cannons, that have varying ROFs (lvl 1 has ROF 4, lvl II 3, lvl III 2, lvl IV 1 etc.) and do large amounts of damage and have the capability to target all small things but which are prohibitively large and expensive (think 100kT, 5000 minerals).

Experiment a while and think about what you prefer.
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