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  #11  
Old July 11th, 2001, 07:04 PM
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Default Re: grit-tech

I would agree with higher levels of stealth armor would be nice in the grit tech mod.

Lasers are an excellent idea. I have seen those in some other mods. I see then as a long range highly accurate low damage weapon. Also would make excellent point defense weapons.

IIRC you can limit the type of vehicles a weapon is allowed on. If I am wrong about that, a capital ship Heavy Laser could be kept off the sats by simply making to big to fit on one.

I still have problems with Torps though. If you rename them, aren't they just another kind of missle? But as long as they are direct fire they are impervious to PDC. I would lean more towards a greaty variety of seeker weapons, like what Devnull and others have done. IMHO

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  #12  
Old July 11th, 2001, 07:39 PM
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Default Re: grit-tech

[quote]Originally posted by suicide_junkie:
Oops, somebody just put a stack of Xray lasers on their sats! No maintenance, and no supply problems!

bah, just make them mountable on ships and bases only. sure they are cheaper on bases, but no big deal. it would make it that much harder to take a planet. I was mainly thinking of a high initial production value, the supply thing was sort of an afterthought that sounded good at the time.

I am with you on the torps though. Even if they are anti-matter torpedos, we can make the stuff (okay, one atom at a time) today.

also, maybe adding a few more types of armor would spice things up a bit more. I really like the idea of cheap alblative armor that is quick and cheap to build, but a ***** to retrofit or repair (lots of smaller components).

perhaps this would be a good mod on which to introduce different types of cloaking, and mine detection. mines could be made to use a different cloaking type than is available from stealth armor (hehe, level 1 stealth armor = "we painted her black, sir") and mine scanners could be added. i dont know if you can give different classes of mines different cloaking abilitys, but you could give them a special mine cloaking device that would take up the spot of their second warhead. add another area to have a little arms race in.
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  #13  
Old July 11th, 2001, 08:34 PM
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Default Re: grit-tech

Ok, I am coming around on the torp thing. It's starting to make a little more sense to me.

My objection to it has been more the delivery method than the principle of the anti matter. But I can see it being a shell containing a small amount of magnetically contained anti-matter that explodes on contact with the enemy hull.

In my mind it would be a low to medium range direct fire weapon with more damage, but less acuracy at close range than DUC's, but accuracy shouldn't drop off as quickly as with DUC's (due to slower speed projectile than a DUC? Can this be done?).

I don't see it having it's own propulsion, but maybe small reaction jets to control direction. That would put it between DUC's and CSM's range.

Is this what you guys were thinking about?

Geo
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  #14  
Old July 12th, 2001, 01:08 AM
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Default Re: grit-tech

quote:
In my mind it would be a low to medium range direct fire weapon with more damage, but less acuracy at close range than DUC's, but accuracy shouldn't drop off as quickly as with DUC's (due to slower speed projectile than a DUC? Can this be done?).

I don't see it having it's own propulsion, but maybe small reaction jets to control direction. That would put it between DUC's and CSM's range.

Well, you can't change the accuracy falloff.
The techlevel dependent 15%-25% accuracy bonus is what I suggested would be due to the thruster.

The nice thing about the accuracy bonus is that it is included after the minimum 1% get put in...
So if the enemy has ECM 99, you can use torpedoes to get 26% accuracy and skip PDCs, or get 100% accuracy with missiles.

If you have great sensors, then the DUC style weapons do more damage, and are best.

This kind of thing should keep players fielding mixed-weaponry fleets, and retrofitting often to overcome PDC vs ECM vs Armor.

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  #15  
Old July 12th, 2001, 02:10 AM
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Default Re: grit-tech

SJ,

Are you interested in getting into the Grit Tech game?

Geoschmo
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  #16  
Old July 12th, 2001, 05:02 AM

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Default Re: grit-tech

quote:
Originally posted by geoschmo:
Ok, I am coming around on the torp thing. It's starting to make a little more sense to me.

My objection to it has been more the delivery method than the principle of the anti matter. But I can see it being a shell containing a small amount of magnetically contained anti-matter that explodes on contact with the enemy hull.



*shrug* I tend to think of them as sprint-mode missiles from the Starfire game. (Not as accurate or long-ranged as missiles, but they can't be stopped by point defense.)

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  #17  
Old July 12th, 2001, 05:29 AM
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Default Re: grit-tech

quote:
SJ,
Are you interested in getting into the Grit Tech game?
I'm hooked on Tactical combat, so I'd have to play a bunch of newbie games first.

Right now, I couldn't even name half of the ship strategies

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  #18  
Old July 13th, 2001, 07:31 PM
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Default Re: grit-tech

SJ, you should join in. Get used to Strategic combat. You could have my spot if you like.

I couldn't say I know what the hell I'm doing with ship strategies either.
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  #19  
Old July 14th, 2001, 06:19 AM
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Default Re: grit-tech

For each of the two PBW games I'm in, I started a solo practice game with tactical combat turned off, with the appropriate settings so I could generate the .emp file from the practice game. I highly recommend doing this.

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  #20  
Old July 14th, 2001, 03:55 PM
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Default Re: grit-tech

Baal,

We are just waiting on your .emp file so we can get started.

Geo
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