Jump to content


Photo

ISD Photon beam


32 replies to this topic

#21 muneyoshi

muneyoshi
  • Members
  • 196 posts

Posted 07 January 2008 - 06:02 PM

Yeah, there's not a good way for me to count projectile weapons in EaW (I'm not sure if I'd even want to), so that's all mechanic. But it's the same for everyone - all launchers reload every two minutes.


to be honest.. as a mostly rebel player I wish there was an actual warhead count lol.. the danger from ships like the victory is actually WORSE then that often ISD to our cap ships.. the victory can do massive damage very fast and past the shields.. it is nice when you have X-wings.. limited torpedos now reload and fire 3 at a time lol.. but overall I'd rather see a system in a game that forces you to recall the fightes to carriers to reload.. perhapes this would be a excellant use of fleet tenders?

#22 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 08 January 2008 - 12:22 AM

Or tugs. But I'm not sure that's possible.

#23 Pred the Penguin

Pred the Penguin

    title available

  • Members
  • 276 posts

Posted 08 January 2008 - 01:18 PM

The game doesn't appear to have a system anything like that...

Posted Image
My Work:[1],[2]


#24 muneyoshi

muneyoshi
  • Members
  • 196 posts

Posted 08 January 2008 - 03:56 PM

The game doesn't appear to have a system anything like that...


it doesn't.. just saying it would be nice lol

#25 Davis 65

Davis 65
  • Members
  • 54 posts

Posted 09 January 2008 - 12:03 PM

Dunno if the programing would let rank systems happen, and not including personality traits.

As for the proton beam, I say keep it for the Imperial Star Destroyer, since you pay like 100k to get to ISD IV, even though it comes at mark III, maybe change it to mark IV or just make the mark III upgrade a little more, maybe a couple thousand credits more. Anyways, why would Empire only want it for elite ships when they could have a fleet of them, I highly think that a Captain encharge of a ISD is worthy of a proton beam, not just Admirals and very excellent Captains.


well if u think about it it would only be for proven ships and leaders because of the way the imps worked (quantity before quality).... just look at their fighters there we soooooooooooo man better fighters then the TIEs yet they chose those because they were cheap, built quickly and because the Emperer didnt care how many ppl he lost as long as he won because he could just grow more soldiers

#26 muneyoshi

muneyoshi
  • Members
  • 196 posts

Posted 09 January 2008 - 02:26 PM

Or tugs. But I'm not sure that's possible.


mm.. I had an idea.. did you set the autoreload timer? if so.. could it be increased to some Godaweful number.. say 180 minutes.. but can te repair ability be modified to say.. reset reload timers? This would make it alil more realstic.. and give those fleet tenders, tugs and the qusar a better role.. now to be honest Ibarely use them much if at all (I always use tugs on defense but rarely build fleet tenders and qusars because the normally am not high on my needed research list)

#27 Wing Zero

Wing Zero
  • Members
  • 11 posts

Posted 09 January 2008 - 02:42 PM

for the photon beam just make it for the MK 4 and make the upgrade very expensive somewhere in the 100,000 credit range

#28 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 09 January 2008 - 09:12 PM

just look at their fighters there we soooooooooooo man better fighters then the TIEs yet they chose those because they were cheap, built quickly and because the Emperer didnt care how many ppl he lost as long as he won because he could just grow more soldiers

They lost so many of their early aces because of the crap they were flying too. That's why I figure "Mauler" Mithel has to be one of the best TIE pilots ever. Maybe even better than Fel if he had lived. He's kind of like Biggs in that respect.

mm.. I had an idea.. did you set the autoreload timer? if so.. could it be increased to some Godaweful number.. say 180 minutes.. but can te repair ability be modified to say.. reset reload timers?

I'm not really sure what you mean.

#29 muneyoshi

muneyoshi
  • Members
  • 196 posts

Posted 09 January 2008 - 09:34 PM

did you add the reload timer of 2 minuts on all missle/torped tubes? can that number be changed? since you added the repair ability.. would they're be a way to add a ability to just "reload" projectile weapons? even if it simply adding to the repair feature the ability to reset the reload timer on those tubes to 0 (if it had 5 minutes left.. a repair vechile comes by and repairsdamage and sets this timer ack to 0 so it reloads)

#30 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 09 January 2008 - 09:54 PM

That's how it would be done, yes, but there's no facility with which to do it. Specifically, there is no ability that can affect hardpoints like that. Perhaps if I changed all the warheads to unit abilities, but even then it would be a long shot, and you'd run into another set of problems with the interface. Plus you'd have to target to fire every time, which is a lot of unnecessary clicking IMO.

#31 muneyoshi

muneyoshi
  • Members
  • 196 posts

Posted 15 January 2008 - 03:48 PM

That's how it would be done, yes, but there's no facility with which to do it. Specifically, there is no ability that can affect hardpoints like that. Perhaps if I changed all the warheads to unit abilities, but even then it would be a long shot, and you'd run into another set of problems with the interface. Plus you'd have to target to fire every time, which is a lot of unnecessary clicking IMO.


ah.. I got you now.. and yeah... that would be a sucky way to "fix" it lol

#32 jdk002

jdk002

    Destroyer.. er.. Creator of Worlds

  • Project Team
  • 269 posts

Posted 17 January 2008 - 04:24 AM

Not to mention capital ships with warheads would make it even more ridiculous with interface and all.

I was thinking about something with the Photon beams..

Make the ISD IV beam do less damage than a hero transport.

Edit: I like the new theme btw. :p

Edited by jdk002, 17 January 2008 - 04:24 AM.


#33 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 27 March 2008 - 07:53 PM

I have been thinking about the proton beam star destroyers, and might have a solution. When ImpStar IVs are reached, the research bar opens up with new variants. These variants, one of which has the Proton Beam, are ImpStar IVs with special abilities. Another variant could be the ImpStar with cloaking shield. This method of dealing with variants could be used with other ships, too. It would cause the player to have to choose between a large fleet of non proton beam ISDs, and a small fleet with proton beams.



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users