I was refering to bugs within 4.78.2 which must be corrected in 4.79. (title)
And the thing that some factions don't use their weps is not that they have them equipp and don't fire, it's that they don't equip them. (problem from the original game that needs to be modded, i think ;) )
one thing would be nice for this mod. the option to start as neutral to everyone :P
btw, ive seen rogue hugenots in new york. it was when i was on my way to the military academy and some rogue distrupted tradelane. i was lucky that the hugenot was out of range :D
Igiss all ready has said he won't make you nuetral to everyone.
That makes it too easy to have a perfect trader. Even my trader is hated by half the universe...... Honestly, I have more red then white and green combined. Well..... Almost...
Maybe some people will rant about this, but:
Can we make that the NPC's use torpedoes?
An NPC with sidewinders will be a more interesting opponent. Maybe some with Novas, but the ones with novas should be rare. No one wants to attack a defender equiped with novas while on a starflier O_o....
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
I have had an idea for a new weapon class... The Railgun.
Very long range, high speed, and massive armor damage. It's getting through the shields thats the problem. They do virtually no shield damage, so it would be necissary to equip pulse weapons in addition to the Railguns. They have a slow reload time, and the bigger they are the slower they turn. Oh yeah, and fairly large power requirements as well.
They could be "Turret only" weapons (being rather large and requireing more power than most fighters can provide), with the highest being class 10, then next being class 9, class 6, and finaly class 4.
-Class X "Armageddon" Pattern Railgun
(Battleship railgun. High energy requirements, massive armor damage, deadly looking space effect (i.e. Cruiser Forward gun type visual effect, or something like that))
-Class IX "Terminator" Pattern Railgun
(Destroyer/Cruiser/Gunboat railgun. High energy requirements, lots of armor damage, Liberty main gun type visual effect, turns faster than the Class X)
-Class VI "Heavy Deadbolt" Pattern Railgun
(Civialian Heavy railgun. Medium energy requirements, lots of Armor damage, not sure about visual effect, turns faster than Class IX)
-Class IV "Deadbolt" Pattern Railgun
(Civilian Light railgun. Medium energy requirements, Quite a bit of Armor damage, not sure about visual effects, turns as fast as Class VI)
I'd like to give out hard numbers, but i'm not sure what the standards for Freelancer are. If someone could give me a model to compair these to, i'll come up with some numbers and give you something hard to build. Why wont' I build it? I've got the modding skills of a gnat... A gnat with no hands.
This is the real true story of rock and roll; it was not about anything more then, how to live your life, as a gangster, in sartorial splendor, and turning the world into a place where normality would never return again...- Malcolm McLaren
I like the idea. It should have a refire rate of 1 shoot every 3 seconds or so.
Speed should be in the order of 2000-3000 M/S and range should be arround 800m.
For the visual effect, if we can create a new one, ive seen one on a game called Tachyon: The fringe. The effect is the one of the...... railgun :)...
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
You guys do realise that the BS version should probably do more hull damage then the Nova torpedoe? :unsure: I mean a railgun accelerates a projectile to supersonic speeds, it'll punch a hole through pretty much anything upto and including a mountain. :blink:
As to the range, personally I think it should also have the greatest range cos it'll just keep going till it hits something, this is because it uses a solid dart or slug as the ammuntion.
Well thats my thoughts on the idea, it's good definately and I agree that we need some more turret weapons for cap-ships.
first off, i thing i have discovered a bug (annoying one) it hapeened when i was trying to run away from enemies ant they used disruptor. now i tried to engage cruis engine again, but it came that countdown (disrupted -5) and during that time i couldnt shoot. it is somewhat annoying, but it hasnt been bothering me much....
also, it would be fun if clans could get to make their own starsystems (for 100mill? 1000mill?)
I think it is because your ship is still trying to engage the cruise engine, which disables your weapons. If you think about it, it makes sense. You just poured a whole bunch of power into your thrusters, and it went away to nothingness. Then, you try to put more in.....
You actually can design systems, but it's up to Igiss if it will be included in the mod (1000 mil is a bil). If it IS included, then the clan can just buy it :D.....
As for the effect for a railgun....If it goes 2000-3000 m/s, then you're barely even see the effect (if it's range is 800, it'll be there for about 2/5-4/15 of a second). You could probably just use the nomad energy blaster projectile graphic and just speed it up a whole bunch. You could also use some type of small explosion or something for the impact....
I agree with marauder on the range thing. Unlike light/whatever the weapons shoot, the railgun shoots a projectile, which doesn't dissipate/spread out and would barely slow down because of the lack of air friction (drag) (this would also apply to missiles, but that's not my point)