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  #11  
Old April 14th, 2003, 06:23 PM
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General Woundwort General Woundwort is offline
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Default Re: New Weapons

How about bombs that only target weapons platforms? (For those of us who like to practice "regime change with minimum civilian collateral damage"?)
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  #12  
Old April 14th, 2003, 07:34 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: New Weapons

Quote:
Originally posted by Loser:
Mining Satillite: satilite-only, very small, very limited shipyard. This tiny shipyard has only capacity to procude a mine, maybe even only a mine every two or three turns. These satellites would be useful in large numbers, but would be expensive to make, as the miniaturized full-auto shipyard should not be cheap.

[edit]
I forgot, these satilite-only shipyards would have exactly no capacity for repair.
Actually, repair does work with satellites. What does not work is consruction. Units cannot access the Build Queue. So satellites with repair bays (if you mod repair bays small enough to fit in a satellite) work fine.
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  #13  
Old April 14th, 2003, 07:37 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: New Weapons

You know, we could have lots of fun with drones if the 'special' damage types worked with warheads. We have to get MM to fix that so we can have plague drones and Quad Damage to Shields warheads and other cool stuff.
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  #14  
Old April 14th, 2003, 07:42 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: New Weapons

Quote:
Originally posted by General Woundwort:
How about bombs that only target weapons platforms? (For those of us who like to practice "regime change with minimum civilian collateral damage"?)
In the current patch WPs are always hit before other cargo anyway. How about a change to the way damage affects planets? Normal weapons should be nearly unable to completely slag a planet. You should need 'special' weapons to completely wipe a colony out. It's buildings and population spread over thousands of square miles, after all. And conversely, you should not be able to destroy military vehicles with ground-attack weapons. The current 'planetary weapons' are just high-powered 'normal' weapons that cannot target anything but planets. You can pound WPs to dust with them once you get in range. That should not be possible.

IF we had a special damage type that canceled the 'damage to kill one population' ratio we could have normal weapons able to destroy planet defenses but NOT population at any reasonable rate, and planetary weapons able to use this special damage type and destroy population/facilities without being cranked up to huge damage levels that can paste planet defenses.

[ April 14, 2003, 20:55: Message edited by: Baron Munchausen ]
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  #15  
Old April 14th, 2003, 07:46 PM
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Default Re: New Weapons

Quote:
Originally posted by Loser:
Mining Satillite: satilite-only, very small, very limited shipyard. This tiny shipyard has only capacity to procude a mine, maybe even only a mine every two or three turns. These satellites would be useful in large numbers, but would be expensive to make, as the miniaturized full-auto shipyard should not be cheap.

[edit]
I forgot, these satilite-only shipyards would have exactly no capacity for repair.
See, when I think "Mining Satellite", I'm thinking a 110kt Sat so i can just squeeze a comp core and a mining droid in without having to spend a quarter-mil in research points and years of time...

Thank god (or SJ, whatever ) for Big Thinkers!
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  #16  
Old April 15th, 2003, 01:12 AM
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Default Re: New Weapons

What we really need is the Chalkboard Eraser Launcher. It would do no damage but the dust cloud created on impact would obscure ALL sensors and make all experience meaningless. The only defense is to get rid of the cloud either with the F. D. water cannon or the Molly Maid Dustbuster.
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  #17  
Old April 15th, 2003, 01:26 AM
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Default Re: New Weapons

hmm, Big Furry Gun?

[ April 14, 2003, 15:03: Message edited by: Rollo ]
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  #18  
Old April 15th, 2003, 01:35 AM

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Default Re: New Weapons

Puke's weapon.... The SCI-FI Cannon...
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  #19  
Old April 15th, 2003, 01:37 AM

Gryphin Gryphin is offline
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Default Re: New Weapons

Long Range, Cheap, Small, and Weak beam for early game. It Would cost a lot in research on its own tech tree. The trade off being you could research 2 or 3 other cheaper techs to start with or this one.
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  #20  
Old April 15th, 2003, 01:40 AM
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Default Re: New Weapons

Hum what to name them? Hyper BLasters?
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