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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: SPECTRE87 on March 02, 2009, 01:10:20 pm

Title: Are missile-based warships viable with the FS-engine?
Post by: SPECTRE87 on March 02, 2009, 01:10:20 pm
Saw some X3reunion battles on Youtube and instantly thought of Battlestar Galactica...
Anyhow. Could you modify the Cyclops and Mason bombs into viable captial weapons to replace "conventional" turrets and beam weapons?

I've been thinking about making a Post-Capella Destroyer-class that utilizes this kind of weaponry, but just wanted to be sure the FS-engine would allow such...
Title: Re: Are missile-based warships viable with the FS-engine?
Post by: ShadowGorrath on March 02, 2009, 01:15:16 pm
Huh?

I have missile warships in a standalone mod that I'm making. They work fine. A bit uber though, since the missiles are pretty accurate and rapid-firing, but works without any trouble. I don't understand why it shouldn't work?

Actually, changing the ship loadouts via ship modular table to use the missiles is very easy even and would work just fine. Just gotta change the PBanks to say SBanks and specify the weapon.
Title: Re: Are missile-based warships viable with the FS-engine?
Post by: Woolie Wool on March 02, 2009, 01:19:29 pm
Saw some X3reunion battles on Youtube and instantly thought of Battlestar Galactica...
Anyhow. Could you modify the Cyclops and Mason bombs into viable captial weapons to replace "conventional" turrets and beam weapons?

I've been thinking about making a Post-Capella Destroyer-class that utilizes this kind of weaponry, but just wanted to be sure the FS-engine would allow such...

FS2 already has missile turrets, all you would need is bigger missiles. The catch is that in-universe, bigger missiles like bombs can be shot down, limiting their usefulness.
Title: Re: Are missile-based warships viable with the FS-engine?
Post by: SPECTRE87 on March 02, 2009, 03:10:12 pm
Well I was thinking about if you can modify the missiles themselves? Give them greater damage, higher/lower ROF, more/less velocity and accuracy, ect...
Title: Re: Are missile-based warships viable with the FS-engine?
Post by: FreeSpaceFreak on March 02, 2009, 03:12:16 pm
Why not? Table edits are really easy when you look into it only a little while.
Title: Re: Are missile-based warships viable with the FS-engine?
Post by: General Battuta on March 02, 2009, 03:30:00 pm
Very easy to do, and in fact a lot of mods have done it.

There have a been a lot of post-Capella destroyer designs, including Trashman's work. Probably the most prominent one right now is the Raynor, which has been/is being featured in a couple campaigns (Blue Planet, Earth Defense.)

That said, more options are always great, particularly if they're sweet-looking. One thing that really helps when doing table mods is to try to keep the weapons involved fairly balanced. For example, the Raynor has very long-range, high-damage torpedoes, but they're easily shot down. This means that fighters have to go in and disable the target's weapons subsystem or defenses in order to make them effective -- creating interesting gameplay situations.