Author Topic: Potential Weapon Feature: Time-Delay Bombs?  (Read 1520 times)

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Offline Trivial Psychic

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Potential Weapon Feature: Time-Delay Bombs?
I don't have any immediate plans to employ such a feature myself, but is it possible to create a weapon that has a time-delay or remote trigger detonation, but one that sticks to its target.  I was watching a WWII documentary last night and they mentioned the use of time-delay bombs so low-level bombers can get clear of the blast.  It occurred to me that it would be useful for pre-shield-era mods to allow pilots to make close-range bombing attacks, deliver their bomb on target, and then pull clear before the weapon detonates.  Early weapons could have a preset time delay, while later weapons could have remote-detonate options.  I expect that this currently isn't possible with the engine itself, but could it be possible with scripting?

Just an idea.
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Offline headdie

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Re: Potential Weapon Feature: Time-Delay Bombs?
if you are talking bomber strikes on capships then it is already possible.

set your weapon with low or 0 velocity then use the life time setting to create the delay.

this could also possibly work in conjunction with features like $Arm time: and $Arm distance: .  Again these can be combined with $Dinky shockwave: to further recreate the desired effect
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Offline Trivial Psychic

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Re: Potential Weapon Feature: Time-Delay Bombs?
Would that actually cause the weapon to stop when it hits the hull and stick there if the target vessel or submodel is in motion?
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Offline Dragon

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Re: Potential Weapon Feature: Time-Delay Bombs?
Nope, this would cause it to stay where you dropped it. For what you propose, a script would be needed. It'd be a nice feature if it got implemented.

  

Offline headdie

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Re: Potential Weapon Feature: Time-Delay Bombs?
if you give it a seeking warhead then it will track the ship but would close on it as well.

the skill then would be not to avoid fire while locking on the target like traditional FS torpedoes, but to position the bomb(s) so you would be far enough away when it detonates to do maximum damage while under fire.

I am not sure but i think $Lifetime Min: might also help though i am not sure if it will override the detonation until that time or just trigger a dinky explosion instead
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