Topic: Heavy Weapons...  (Read 1496 times)

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Lieutenant_Q

  • Guest
Heavy Weapons...
« on: May 04, 2003, 06:56:04 pm »
... a way to change ship to ship tactics.

I think the multivolley capacity should be restored to the pre-patch levels with the Legendary Level, and even expanded to the Expert level.  With a certain change that is.

I noticed in the SFC1 manual that there were screen shots of the supply screen where you had to buy Heavy Weapon Parts.(torpedo casings, plasma, etc...) Although the released version lost that part of the game.  Why not make heavy weapons into an expendable resource, like Drones were in SFC1 and 2, no dont make them seeking weapons, but make it possible to run out of Torpedoes.  That way ships with Torpedoes would have to use them more effectively, but the advantages to having Torpedoes would be the multi-volley.  Non-expendable Heavy Weapons like the Ion Cannon and the Myo beam, would generally last longer than a ship with Torpedoes, but they would have capaciters that can burn out with extended use..  But to make up for the limited number of torpedos, each multivollied torpedo that hits, deals full damage.  Ships would have to dock at a starbase to resupply their torpedoes, that would also be a way to eliminate the artificial limits imposed by LOS and AO.  If a ship wants to wander deep into enemy space, it risks doing so with out thier precious Photon Torpedoes.

Storage Numbers would have to be determined, and perhaps allowed to be expanded upon, like Drone Reloads were.  Perhaps then we can put some use to the cargo tonnage, by increasing storage space.    

sjvessey

  • Guest
Re: Heavy Weapons...
« Reply #1 on: May 06, 2003, 08:17:53 am »
The limit would have to be low, i.e. you'd have to be almost guaranteed to run out of torps each time you fought someone unless you fired them off with some forethought.  Otherwise, I don't think it would make much difference as it's simply too easy to run back to the nearest starbase after every encounter.

Problem is, I doubt that it's possible to introduce capacity constraints on torpedoes via mods, as this is essentially a totally new feature of the gameplay, so you're asking for a re-write of the actual code of the game, which probably isn't going to happen.

One way to potentially alter the gameplay in a drastic fashion is to make ships highly specialised and thus require active teamwork, as I suggested in a thread on the Dynaverse 3 part of the forum, e.g. by creating ships that have no primary weapon hardpoints, or ships that have no armament at all, just marines.

 

Lieutenant_Q

  • Guest
Re: Heavy Weapons...
« Reply #2 on: May 06, 2003, 12:29:46 pm »
well thats the point, you would have to run back to a Starbase, this is more for the campaigns where you have ships,  AI and Player, running deep into enemy space, far away from the starbases.  Imagine, an Enemy Dreadnought, deep in your space, a fleet of three frigates jump it, only to find that the Dreadnought ran out of torpedoes after the first salvo.  Can you say easy pickings?  

Lieutenant_Q

  • Guest
Heavy Weapons...
« Reply #3 on: May 04, 2003, 06:56:04 pm »
... a way to change ship to ship tactics.

I think the multivolley capacity should be restored to the pre-patch levels with the Legendary Level, and even expanded to the Expert level.  With a certain change that is.

I noticed in the SFC1 manual that there were screen shots of the supply screen where you had to buy Heavy Weapon Parts.(torpedo casings, plasma, etc...) Although the released version lost that part of the game.  Why not make heavy weapons into an expendable resource, like Drones were in SFC1 and 2, no dont make them seeking weapons, but make it possible to run out of Torpedoes.  That way ships with Torpedoes would have to use them more effectively, but the advantages to having Torpedoes would be the multi-volley.  Non-expendable Heavy Weapons like the Ion Cannon and the Myo beam, would generally last longer than a ship with Torpedoes, but they would have capaciters that can burn out with extended use..  But to make up for the limited number of torpedos, each multivollied torpedo that hits, deals full damage.  Ships would have to dock at a starbase to resupply their torpedoes, that would also be a way to eliminate the artificial limits imposed by LOS and AO.  If a ship wants to wander deep into enemy space, it risks doing so with out thier precious Photon Torpedoes.

Storage Numbers would have to be determined, and perhaps allowed to be expanded upon, like Drone Reloads were.  Perhaps then we can put some use to the cargo tonnage, by increasing storage space.    

sjvessey

  • Guest
Re: Heavy Weapons...
« Reply #4 on: May 06, 2003, 08:17:53 am »
The limit would have to be low, i.e. you'd have to be almost guaranteed to run out of torps each time you fought someone unless you fired them off with some forethought.  Otherwise, I don't think it would make much difference as it's simply too easy to run back to the nearest starbase after every encounter.

Problem is, I doubt that it's possible to introduce capacity constraints on torpedoes via mods, as this is essentially a totally new feature of the gameplay, so you're asking for a re-write of the actual code of the game, which probably isn't going to happen.

One way to potentially alter the gameplay in a drastic fashion is to make ships highly specialised and thus require active teamwork, as I suggested in a thread on the Dynaverse 3 part of the forum, e.g. by creating ships that have no primary weapon hardpoints, or ships that have no armament at all, just marines.

 

Lieutenant_Q

  • Guest
Re: Heavy Weapons...
« Reply #5 on: May 06, 2003, 12:29:46 pm »
well thats the point, you would have to run back to a Starbase, this is more for the campaigns where you have ships,  AI and Player, running deep into enemy space, far away from the starbases.  Imagine, an Enemy Dreadnought, deep in your space, a fleet of three frigates jump it, only to find that the Dreadnought ran out of torpedoes after the first salvo.  Can you say easy pickings?