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No Hardpoints balance issue


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#21 Phoenix Rising

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Posted 17 October 2007 - 01:40 AM

What do you mean "one side"?

I have an idea of how to create a ship that can be killed without touching the hardpoints, but it remains untested.

#22 sideshow_bob

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Posted 17 October 2007 - 07:36 PM

does the ships' health HAVE to be the sium of the hardpoints' health, because otherwise you could add a hull or reactor point that did nothing, but if destroyed, would kill the ship?


Another note, not all weapons have to be listed in points, and one can make new hardpoint graphics (i've seen this in FoC addon v3.0) i think though it is gone because it was someone else's work, edited

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#23 jdk002

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Posted 17 October 2007 - 10:17 PM

i think he means can a ship die with half its hardpoints intact, or is that hard-coded? because if thats possible, thats friggin awesome.

#24 Phoenix Rising

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Posted 17 October 2007 - 10:17 PM

Yeah, there are some things I can try. But not right now. I have to finish what I've started; I can experiment after the release.

#25 Ghostrider

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Posted 18 October 2007 - 02:00 PM

I would think that anything that can kill an ISD can kill its engines, y'know, logically.


OK. But the only visible bits are the exhaust nacelles and there have to be more vulnerable bits to target. I mean the engines and reactors take up 1/3 of the ship, and most of it is under armor plate. Blowing up chunks of exhaust nacelle won't affect combat power in any way, but targetting the main battery will!

#26 Phoenix Rising

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Posted 18 October 2007 - 04:29 PM

Well, I can't imagine it would be good for it. Maybe if you shot one up the nacelle it would have a Death Star-like effect :).

#27 sideshow_bob

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Posted 18 October 2007 - 07:29 PM

Well, I can't imagine it would be good for it. Maybe if you shot one up the nacelle it would have a Death Star-like effect ;).


BOOM! :)

is it possible for a hardpoint, when destroyed, to damage the rest of the ship
coded a little like this (forgive me i have little to no modding skill)
i.e.
when XhardpointX health=0, inflict XX damge to others

XX would be enogh to take out others

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#28 Phoenix Rising

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Posted 18 October 2007 - 10:29 PM

It might be possible. Would require some code mashing though and I'm not sure how the engine will take to it. Things like that sometimes work (miraculously), but not always.

#29 sideshow_bob

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Posted 19 October 2007 - 07:40 PM

It might be possible. Would require some code mashing though and I'm not sure how the engine will take to it. Things like that sometimes work (miraculously), but not always.

we can hope

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#30 sideshow_bob

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Posted 18 November 2007 - 02:35 PM

new thought, in the original EAW PG tried to make fighters unable to target hardpoints, which i belive you once said was the reason why the points were gone.

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#31 Phoenix Rising

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Posted 18 November 2007 - 04:19 PM

Eh, I took them off the be different. I found myself pausing too much and I didn't like all the micro with bombers. Plus things would get cluttered with so many guns to target.

#32 sideshow_bob

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Posted 21 November 2007 - 08:30 PM

perhaps grouping them, or just make them unfunctional, just "for show" so we can watch the rebel ships in smoking ruin before eridacting them with a superlaser
plus with harpoints, one can see at a glance how one's ships are doing in terms of hull intergfredity

Edited by sideshow_bob, 21 November 2007 - 08:32 PM.

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#33 Phoenix Rising

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Posted 22 November 2007 - 11:04 AM

You're talking about a revamp that would require perhaps hundreds of hours of work. Is it really worth it?

#34 Guest_Guest_*

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Posted 19 January 2008 - 11:10 PM

will the hard point bug be fixed

#35 Guest_Guest_*

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Posted 20 January 2008 - 01:21 AM

will the hard point bug be fixed



well what i mean is...... will the thing with the eclipse hardpoints be fixed....will they fire i mena.....plz say yes!

#36 Phoenix Rising

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Posted 20 January 2008 - 01:31 AM

The lack of targetable hardpoints is not a bug and the Eclipse-class is no longer in the mod. Locked.




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