Author Topic: New weapons  (Read 3491 times)

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Offline TheTalkingMeowth

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Re: New weapons
« Reply #15 on: November 03, 2020, 04:00:28 PM »
But you don't need to do that because turrets are really only useful for PD use.

Do you mean that your designs have turrets for PD and just loose lasers for attack?

Just out of curiosity
Yes, in principle that's how it goes. As TheTalkingMeowth said, beam ships need to catch their target first so there's little need to use turrets as they are fast already. PD escorts often double up as close range brawlers though, if the situation requires it.

But I want railgun turrets
Sure sure sure :) But what's the difference between a railgun turret and a quad GC turret?

I'm sure you know, but the difference is that a railgun turret is about 4x better. Cause a railgun is smaller than a full accuracy gauss turret. And costs less research. And might just be cheaper?

Steve said somewhere that the reason railguns can't be turreted is that, if they could, gauss cannons (and, shortly thereafter, missiles) would be obsolete.
 

Offline Droll

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Re: New weapons
« Reply #16 on: November 03, 2020, 05:44:39 PM »
Yeah its a balance consideration. However the great thing about aurora for me at least is that it need not be balanced for it to be very fun. That is why I really appreciate that the DB remains open despite the frakkery that it can result in bug-wise. It allows me to make my own fun.

Edit: Did this reply get modded for profanity? My f-word seems to have changed to BSG speak.
« Last Edit: November 04, 2020, 12:11:22 PM by Droll »
 
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Offline TallTroll

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Re: New weapons
« Reply #17 on: November 04, 2020, 12:01:15 PM »
>> Your energy armed ships should probably be about as fast as the enemy ships they are shooting at, so putting anti-ship weapons in turrets is unnecessary

Conversely, when I do a missile heavy game, I often let my missile ships be pretty slow (lots of space in the magazines and launchers), and let mt beam ships keep the same fleet speed, and use beam turrets to preserve the tracking speed. You do need a bit of a tech advantage I find though, because if your opponent has too much of an advantage, you won't be able to hit them or run from them
 

Offline TheTalkingMeowth

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Re: New weapons
« Reply #18 on: November 04, 2020, 12:42:49 PM »
Yeah its a balance consideration. However the great thing about aurora for me at least is that it need not be balanced for it to be very fun. That is why I really appreciate that the DB remains open despite the frakkery that it can result in bug-wise. It allows me to make my own fun.

Edit: Did this reply get modded for profanity? My f-word seems to have changed to BSG speak.

Excuse me, this is a Christian server! Praise the Lords of Kobol.

Serious answer: I'm pretty sure there is an automatic filter of some sort; similar to the link filter.
 
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Offline Norm49

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Re: New weapons
« Reply #19 on: November 04, 2020, 04:09:49 PM »
The only modification need i thing will be to use ammunition for rail gun, gust gun . For plasma comrade maybe plasma tank and a new resource, the plasma that can be harvested by ship to add "munition" during a log deployment far form home base.
 

Offline Droll

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Re: New weapons
« Reply #20 on: November 04, 2020, 04:21:47 PM »
The only modification need i thing will be to use ammunition for rail gun, gust gun . For plasma comrade maybe plasma tank and a new resource, the plasma that can be harvested by ship to add "munition" during a log deployment far form home base.

I don't think DB edits alone will suffice for a major mechanical change like that. You could try to jury rig a missile launcher to perhaps behave like a gun by DBing a missile to be very cheap and small ammo. Same with plasma I suppose. However doing this means you are stuck with the missile damage pattern.