Author Topic: An Experiment  (Read 19934 times)

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You guys are jumping to conclusions way too soon. A fair number of those turrets fire “fusion mortar” like weapons that don’t attack fighters or bombers. And like I said this is an experiment I am working with and the ships are armed that way for a reason. When I do a public release people will be free to do whatever they want with it. If they want to strip the Fenris/Leviathan of some of it’s armament that’s fine with me. I *don’t* recall of putting a gun to your heads saying that you have to download it and like it.

Mars: The Fenris and Leviathan still have the same number of beam weapons as they always had.

Solatar: Raptor made those multipart turrets that I am using. I disagree with you though about how many turrets the ships should have. I know you have your opinion and I respect that. I just feel differently about it.
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Offline Mars

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Your right... I'm sorry.

I look forward to playing this.

 

Offline Solatar

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Solatar: Raptor made those multipart turrets that I am using. I disagree with you though about how many turrets the ships should have. I know you have your opinion and I respect that. I just feel differently about it.

Well, I'll admit 59 turrets would be kinda cool (we can both agree, however, that 9 is kinda low) because you can add extrememely varied armaments. But can the game even work with something like 150 or so destroyer turrets? (estimate, don't know exactly what you're planning)

Although on second thought, it can't be TOO hard for me to delete a few turrets (I like most of them actually).

 
I *don’t* recall of putting a gun to your heads saying that you have to download it and like it.

If I shoot them for you does that mean you'll finish this faster? :X *me wants, me wants!!*

 

Offline aldo_14

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A Fenris/Leviathan with say..16 turrets or something (keeping those nice multip-part ones you put on the deck :D ) would be manageable, but 59...? Even an upgunned Orion shouldn't have 59 (maybe like..24 or 36 at the MOST ).

Personally, I love the idea of stupidly overgunned ships.  I know it's really against the whole balance and whatnot of FS1/2, but it would/does look cool :D

 

Offline Colonol Dekker

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Look at SL its ships had maybe only 12 turrets, but cos they were effective it didnt matter, So when this Chap gets the balancing right it should turn out cool :D

I for one am waiting for the balanced release with eagerness.
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Offline Solatar

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A Fenris/Leviathan with say..16 turrets or something (keeping those nice multip-part ones you put on the deck :D ) would be manageable, but 59...? Even an upgunned Orion shouldn't have 59 (maybe like..24 or 36 at the MOST ).

Personally, I love the idea of stupidly overgunned ships.  I know it's really against the whole balance and whatnot of FS1/2, but it would/does look cool :D

lol, I'll concede that it'd look pretty damn cool.

 
can the game even work with something like 150 or so destroyer turrets? (estimate, don't know exactly what you're planning)

I am aware that there is a subsystem limit of ~100 on ships and have though of a work around for that. I don’t know if it has been implemented yet but I asked WMC about increasing the firing points for turrets from 4 to 10.

If I shoot them for you does that mean you'll finish this faster? :X *me wants, me wants!!*

Nope, between job hunting, SoL mod stuff, ext. it’s going to take me a while till I get to the first release.
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Offline Solatar

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Cool then, just wanted to see if you had a plan. You could also see about getting primary and secondary weapons slots to work on capships, and have any forward facing turrets (static ones, obviously) be primaries. If that works for your way of balancing, I dunno.

 

Offline Raptor

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To be fair to J_S47, I too increased the number of turrets on the Fenris/Leviathan on my HDD... :nervous:

Fenris, with 12...


And the Leviathan with 16, since it should have more guns than a Fenris...


For me, the Orion should have AT LEAST 3 dozen turrets, though the Aeolus has about the right number.  Same with the Deimos, though the placement could be better.  Don't really have a opinion on the Hecate.

Collossus is actually UNDER gunned.  The cut scene gives 84 turrets, but the model only has 63... with an extra heavy beam cannon... :wtf:

I hope the 110 submodel limit has been removed/increased (I'd expect so, with the new 'detail sub-object' code thing), otherwise my Hera is going to have to go on a diet... :(

but I asked WMC about increasing the firing points for turrets from 4 to 10.

That would be handy for me, and the Hera :nod:
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oh yes please, more guns on Destroyers and the Collie.

Yes that wil make them harder to kill, but I think they NEED to be harder to kill!

 

Offline TrashMan

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I did something similar - alltoguh I didn't change teh turert numbers...much (So the Typhon and Orion got a total of 28 and the Hecate has 4 more...not big a deal)

The thing is I took stock weaponry and tweaked it. While I did make new weapons, the ship and tables were still usable when playing a normal FS2 campaign. It does change hte balacne quite a bit, but all missions ( except for one) are playable normally.
The one that doesn't work out is the one where you lure Kolth..the cruiser gets tagged by the Repulse becosue of the new big range the Terran Huge Turrets get :D


A dun experiment, but my anti-fighter weaponry on capship doesn't come close to yours (alltough it should)
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Tobiwan81: That will happen most defiantly. 16 guns on a 2Km Destroyer is WAY too low and the Collie can’t really use most of its turrets.

TrashMan: the main anti-fighter weapon that the Fernis & Leviathan are using is the PL-3 ‘Nova’ from Lightspeed’s weapon dump.
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Offline Solatar

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Isn't that the really really strong one?

 

Offline TrashMan

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Han't checked Teh weapons pack so I wouldn't know how stong that Nova would be.

I basicly just pimed the ROF of terran turrets, made terran anti-bomber turrets (slower but more powerfull), made Medium and Heavy (Huge) Terran Turrets (target only capships, BIG damage).
I also made a gattling point fefense cannon that tears bombs and fighters to shreads, but I havn't put it on any stock ship :D
I think I put that weapons pack for DL on Hades Combines but I can't realyl remember..
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Offline Turambar

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i'd go for more guns, but more guns balanced and on everything, and with higher hit points.

that way we get less game frakkage, but more of the excitement of having all this energy flying around everywhere.
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Isn't that the really really strong one?

If you’re in a scout fighter maybe. When you first see the table entry it may seem super powerful.

$Velocity:         620.0
$Fire Wait:          0.12
$Damage:         35
$Damage Type:      Laser

But hold on.

$Armor Factor:      0.55
$Fof:                           0.2

So this weapon does only a little more than ½ damage on a ships hull. This is also further effected by my armor.tbl that changes the damage even more. Also the Fof value effects the accuracy of the weapon.

In a test mission I had 3 wings (4 per wing) of Medusa bombers attack a Fenris. The last time I tested it the medusa wings destroyed the Fenris and only lost 4 ships.
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Offline Solatar

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No, that's my mistake. I mistook it for one of the uber weapons near the end of the list.

 

Offline Knight Templar

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Oh no, thats a major turn off mor me :no:
I rather have quality over quantity. Whats the point of taking out a turret when there's a bazillion of those peashooters pouring **** all over you? Taking out a powerful dangerous turret knowing that it really makes a difference creates a feeling of accomplishment. And with fever turrets you can learn the weaknesses of the hull and plan a bit your approach. With these new variants it doesn't matter since you're up against this object that is spewing death from every crevice.

So this really isn't doing it for me.

Sounds exactly like an Aelous to me.
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Offline Prophet

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Sounds exactly like an Aelous to me.
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