Torpedo Limits

Post ideas and suggestions on new features or improvements here.
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posted on May 20th, 2011, 5:46 am
Just thinking out loud...

Give ships a torpedo limit. (i.e. a Vorcha might have 200 torpedoes to start with) Repair will restock.

Borg would passively generate torpedoes.

The lore is there. It gives the weapons a different "feel". Might make some folks more defensive.

Otherwise, just a twist.
posted on May 20th, 2011, 9:59 am
sounds interesting!  :thumbsup:
posted on May 20th, 2011, 10:12 am
I always liked the refueling element in "Homeworld 1" and was both sorry and relieved to see it go in the sequel.

This could be interesting (if even possible with "Armada 2" software), but should be possible to turn off, like "Ally Trading" and stuff.
posted on May 20th, 2011, 11:54 am
The Romulan Transmitter station allows one method. Torps take energy just like the Excelsior,. energy can only be recharged by the station.

Has special-related downsides, though...
posted on May 20th, 2011, 12:11 pm
If the devs can do this it would be great. It would add a great dynamic to the game.
posted on May 20th, 2011, 12:31 pm
weapon limits have no place in RTS games like this, and torpedoes can be replicated on ships as evidence in the never ending supply voyager had.
posted on May 20th, 2011, 12:48 pm
Kestrel wrote:weapon limits have no place in RTS games like this, and torpedoes can be replicated on ships as evidence in the never ending supply voyager had.


Weapon limits have a place in RTS since Command&Conquer (Orca, Hind etc.).

However, the balance of FO is calculated on a basis which doesn't allow for it.
If you'd run out of torpedoes with a Descent for example, you wouldn't do any damage because the Descent's Phaser is basically useless.
posted on May 20th, 2011, 12:55 pm
yeah i remember in tiberian sun (a really shit game) that you only had limited ammo for some unit or other.

although its realistic, i really dont know what a change like this would do to the game. long term action against the borg would become harder.
posted on May 20th, 2011, 12:58 pm
RedEyedRaven wrote:Weapon limits have a place in RTS since Command&Conquer (Orca, Hind etc.).

However, the balance of FO is calculated on a basis which doesn't allow for it.
If you'd run out of torpedoes with a Descent for example, you wouldn't do any damage because the Descent's Phaser is basically useless.


Just checked a youtube gameplay video command and conqour 4 certainly doesnt have ammo restrictions.

But just for the record.

weapon limits have no place in RTS games like this


But yes i agree adding any limits would totaly break the game, think how many shots it takes to kill a fully upgraded starbase and how many repairs it would take to actually kill it.
posted on May 20th, 2011, 12:59 pm
We'd all be using ships that have pulses and phasers exclusively. :blush:
posted on May 20th, 2011, 1:30 pm
Kestrel wrote:Just checked a youtube gameplay video command and conqour 4 certainly doesnt have ammo restrictions.



Well you checked the wrong game then. I mentioned Command & Conquer, not specifically the fourth installment of that franchise.


From Tiberian Dawn (the first game) to Tiberium wars (the last part I played) all air-units have had to be reloaded with ammo.

Choppers had to land on their helipads and whenever Jets and planes were involved (Red Alert) they had to reload too.
posted on May 20th, 2011, 1:40 pm
Last edited by Anonymous on May 20th, 2011, 2:10 pm, edited 1 time in total.
I have some ideas on how to implement limited ammo.  I've always been for limited ammo.

In the facW_ship1.odf file, add these commands.
Code: Select all
hasLimitedAmmo = 1

// When the storage for this weapon runs out, all weapons that use the same storage also runs out.
// If two ships use the same storage, the storages are counted separately.
ammoStorageUsed = "facW_ship1Storage"


For the facW_ship1Storage.odf file, add these commands:
Code: Select all
classLabel = "weaponstorage"

maximumAmmo = 200
ammoReplicationRate = 0
resupplyDilithiumCost = 2
resupplyLatinumCost = 1
resupplyBiomatterCost = 1



EDIT:  Updated code.
posted on May 20th, 2011, 1:52 pm
Not if there is a ship that resupplys the fleet, take the feds for example, the newton has industrial replicators on it, so perhaps it could have a constant aoe weapon that resupplys ships torp counts? i dont know what it could be for other species, except the romulans, since they can resupply there own plasma torpedos, so there could be a slight increase in there reload rate or such.

As for the idea, i'd like an option in the game menu for it, but im neither for or against it
posted on May 20th, 2011, 1:59 pm
actually its the nova for the feds that gives torps to other ships.
posted on May 20th, 2011, 2:00 pm
I don't play feds much, but the newton just came to me as a resupply and repair idea, it could be adapted to the nova however.
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