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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Nova's and their like

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Nova's and their like
Offline Locke
08-22-2007, 08:37 AM,
#81
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Posts: 142
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' Wrote:Or there is another solution, turn bombers into bombers. Make them shoot torps straight down. Make the torps wicked accurate and do horrendous damage. But a pain in the ass to aim. Ta da!

Shooting straight down makes sense for RL bombers because gravity pulls them down. I don't think aiming would be possible unless you were in turret view, which equals instant death if anyone is shooting in your direction. It's not a bad idea to have a different style to firing novas, but this would require a serious change in bomber stats which isn't the topic at hand.

I like everything about novas, except the anticlimactic 'blast' when it hits. I'd like to see a big explosion.
The problem with ram-hitting would be solved with a blast radius. I agree that novas are avoidable when jousting, but if a bomber is in a beeline ramming course from somewhere other than head on, a well timed shot as soon as the bomber hits can take out even a light fighter if it doesn't know it's coming. I've seen some serious pwnage due to ram-nova's, and it's still an impressive skill-- but that doesn't make it right.
  • If novas can have a blast radius and still be as effective against capships, I say make it blow up like a supernova (that's assumably where the name came from, right?)
  • If this nerfs bomber vs. capship combat, I say leave novas alone.
I was under the impression that in order to make a fighter class weapon have splash damage, it also had to be ammo-dependant. If this is indeed a side-effect, I'd say it would be worth it for the benefits of splash damage. Also, if the splash damage is high enough, it won't matter whether you're in a vanilla ship or not.
Correct me if I'm being an idiot here.

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Offline pipsqueak
08-22-2007, 03:56 PM, (This post was last modified: 08-22-2007, 04:03 PM by pipsqueak.)
#82
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Posts: 970
Threads: 37
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Okay I can live with that argument. Ram hitting should not be allowed.

So I would say, do the follwing, if possible.

1. Increase blast radius = no more ram hitting. I am pretty sure it can be done without making it ammo dependednt. (Saw it on another mod)
2. Increase damage (prob 5 percent) so the bombers are compensated for the distance they have to fire from.(slightly less accurate)
3. And Yes, a bigger explosion.

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Offline Dab
08-22-2007, 04:43 PM,
#83
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Posts: 9,570
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When I get home from school, I'll go around and see if I can get guns to cause splash damage without ammo requirements. I remember it not being possible, but I can be wrong.

BTW, Novas can require ammo, without making them torpedoes. They can be guns that require ammo to fire. Can be made in effect by changing about 2 lines in an .ini and then adding a new Ammunition code linked to the gun.

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Offline me_b_kevin
08-22-2007, 04:52 PM,
#84
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Posts: 1,525
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Joined: May 2007

' Wrote:When I get home from school, I'll go around and see if I can get guns to cause splash damage without ammo requirements. I remember it not being possible, but I can be wrong.

BTW, Novas can require ammo, without making them torpedoes. They can be guns that require ammo to fire. Can be made in effect by changing about 2 lines in an .ini and then adding a new Ammunition code linked to the gun.


cool!

so would both be required? or would just having them use ammo be enough? i think the added splash would help against cap ships right?


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Offline Dab
08-22-2007, 05:00 PM,
#85
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Posts: 9,570
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Added splash would increase damage to Vanilla ships, making them too weak. I'd go more for the ammo requirement than the splash damage. And make Nova ammo EXPENSIVE. Twice that of Nuc mines would be good.

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Offline fwolf
08-22-2007, 05:02 PM,
#86
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Posts: 306
Threads: 28
Joined: Jan 2007

' Wrote:Query: How about Capital Ship torpedoes? Can it be done and balanced?

Yes it can. You just change the hardpoints in shiparch.ini to allow one or two torpedo slots in place of two normal turrets. But the torpedo should require ammo, or the capship will become too much powerful. Another idea is to change the mortar (which is currently a torpedo, since it uses the same animation) to require ammo.
Another idea is to hardwire the novas in the bomber, and make it only to be sold with the bombers. But this will only work if the Taiidan have the agility of a freighter, not a VHF. Of course this will be a problem for infernos and mini razors, but ships with these weapons can also be sold in other bases. Anyway, I dont fly bombers, not because they are overpowered, but because they are ugly. If Igiss decide to turn the Death Scythe in a bomber, I will fly it.
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Offline pipsqueak
08-22-2007, 05:28 PM, (This post was last modified: 08-22-2007, 05:28 PM by pipsqueak.)
#87
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If you wanna see a missle with no ammo in action.
Please see the nomad CD in the Void2112. They also have nomad mines which are unlimited ammo.
Peace.

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Offline X-Lancer
08-22-2007, 06:21 PM,
#88
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Posts: 1,173
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' Wrote:Not really. The value is defined by units_per_container, which is actually 10. Freelancer multiplies all those values by 7, so you get 70. Put this value at 100 and you have 700. Put it at 200 and you have 1400.


yes..but a fighter has 1400 missiles......
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Offline X-Lancer
08-22-2007, 06:30 PM,
#89
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Posts: 1,173
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' Wrote:When I get home from school, I'll go around and see if I can get guns to cause splash damage without ammo requirements. I remember it not being possible, but I can be wrong.

BTW, Novas can require ammo, without making them torpedoes. They can be guns that require ammo to fire. Can be made in effect by changing about 2 lines in an .ini and then adding a new Ammunition code linked to the gun.


actually u just need to change 1 word to make it need ammos....but you need to creat the ammo and where it sells......
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Offline Ascendancy
08-22-2007, 06:38 PM,
#90
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Posts: 227
Threads: 10
Joined: Jan 2007

I have an idea: The Heavy Mortar is ammoless and when it hits it makes an explosion type effect. Why can't we use that explosion on the Nova?

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