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Beam Weapons... |
Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2001-12-14 09:06  
Added code to control a spread factor of the beam, so I can make certain beam weapons spread out at the end.
Currently, only the tractor beam and death beam use this code.
-Richard
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chris aka sunshine Cadet
Joined: May 29, 2001 Posts: 1649 From: Germany
| Posted: 2001-12-14 09:44  
hmm ...
can't you add some code to make the bigger beam-weapons miss their target ?!
so it's nearly impossible to hit a small scout with the huge cl2000&cl1000 beams ...
the cl300 should have the best accuracy, good enough to hit the fast scouts&fighters scouts .. the cl500 would be good against frigates&destroyers, cl1000 & bigger should only be able to hit the big ships like cruisers, dreads & stations ...
_________________ Christian 'sunshine' Weyand
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Vinco Fleet Admiral Galactic Navy
Joined: August 31, 2001 Posts: 939 From: Too Close for Comfort
| Posted: 2001-12-14 09:48  
YES!!!!!!!!!!!! perfect idea, sun. A dread should be hit by all of them, a cruiser by 75% or so, and a fast-moving destroyer ~50%, and so on.
Perhaps make the weapon durations shorter, and if a ship moves more than X radians during the firing, the weapon misses. X would have to depend on class, of course.. a scout at 5gu/sec would be a lot harder to hit than a dread at 5gu/sec
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[DI]Vinco
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[ This Message was edited by: Vinco on 2001-12-14 09:50 ]
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Vinco
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Kamikaze Chicken Cadet
Joined: August 30, 2001 Posts: 553
| Posted: 2001-12-14 20:37  
good idea i think but will need some serious tweaking......u dont want dreads to be useless against destroyers and cruisers
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chris aka sunshine Cadet
Joined: May 29, 2001 Posts: 1649 From: Germany
| Posted: 2001-12-15 02:21  
why ?!
_________________ Christian 'sunshine' Weyand
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