Damage Differences
Post ideas and suggestions on new features or improvements here.
posted on April 4th, 2007, 10:58 am
was wondering if it were possible to make it so that aany given weapon could be set to cause different amounts of damage to a target based on its status.
eg,
as we all (probably) know pulse weapons are supposed to be very effective against shields so...
can different damage values be set for it:
shield damage = 10
hull damage = 4
i know it wont be worded like that, im just trying to explain what im getting at here. this way we can have ships with will be good at setting up an attack and others which will be good at ending it. there by effectively ending the whole problem of ships which are universally strong against everything else.
example: for the dominion, the breen can specialise in bringing down shields (make their weapons much less effective against hull)
other races can be configured likewise.
what do you guys think?
eg,
as we all (probably) know pulse weapons are supposed to be very effective against shields so...
can different damage values be set for it:
shield damage = 10
hull damage = 4
i know it wont be worded like that, im just trying to explain what im getting at here. this way we can have ships with will be good at setting up an attack and others which will be good at ending it. there by effectively ending the whole problem of ships which are universally strong against everything else.
example: for the dominion, the breen can specialise in bringing down shields (make their weapons much less effective against hull)
other races can be configured likewise.
what do you guys think?
posted on April 4th, 2007, 4:41 pm
Sounds very interesting.
Torpedo weapons would no doubt be stronger against the hull, whereas pulse phasers are better against the shields.
I'm all for seeing this in an after-release content patch for v3, but I'd rather not delay the full release...
Torpedo weapons would no doubt be stronger against the hull, whereas pulse phasers are better against the shields.
I'm all for seeing this in an after-release content patch for v3, but I'd rather not delay the full release...
posted on April 4th, 2007, 7:43 pm
Sounds neat. If this idea does get implemented I sugest it be a clickable option "Variable Damage" or something. Just because there's got to be someone out there who wouldn't like the idea.
posted on April 4th, 2007, 9:37 pm
Agreed. I mean, there is such a thing as too complicated, and some wimps people (lol
) wouldn't enjoy it, therefore making the mod less successful.
) wouldn't enjoy it, therefore making the mod less successful.posted on April 5th, 2007, 9:43 am
well then anyone who doesnt like the idea can get an overzealous fist-to-the-gut, whenever they complain about a certain ship being too strong against everything
.
@james, you know there is a limit on the number of options you can actually implement ingame.
.@james, you know there is a limit on the number of options you can actually implement ingame.
posted on April 6th, 2007, 10:32 am
not that the question was directed at me, but i never new that. that doesn't surprise me however.
posted on April 6th, 2007, 11:52 pm
Well, would it be possible to completely replace the warp option?
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