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Spaceempires.net :: 0.16 Fighter Weapons :: View topic
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0.16 Fighter Weapons

 
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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Tue Nov 07, 2006 1:06 am    Post subject: 0.16 Fighter Weapons Reply with quote

Kyth pointed out that fighters have no real anti-ship weapons anymore. I had made the normal ship weapons unmountable on fighters many months ago, planning to create new fighter specific weapons. But, i never did, so now fighters only have anti-fighter weapons. hehehe

To fix this, I am thinking of copying the FS weapons, scale down the damage, and make them have more general targetting types. Maybe pull a few weapons that can only target ships/bases (missiles, torpedos). This will keep the weapons with just one or two instances for family, to reduce the tediousness of having so many levels of fighter comps, but no way to upgrade fighters.

What do you think?


Smarter than your average Texrak.


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CapnKy
Space Emperor


Joined: Jan 01, 2005

PostPosted: Tue Nov 07, 2006 9:48 am    Post subject: Reply with quote

I think it'd be helpful if fighters had some kind anti-ship weaponry, yes. But either make it big and hard-hitting or light and low damage.

And please, whatever you do, reduce the refire time on those missile pods! Or at least make them lighter. For 50-200 damage at point blank single-shot, they're not very useful at 10kt.

Examples of weapons could be High Energy Plasma Bombs. These suckers are just what they say on the tin, and explode in a burst of high-energy plasma upon impact. Could also have Shaped Charge Bombs (Armour-Skippers) and EMP Bombs (high-damage shield only) to give Fighters a little kick.

I'm just happy that OFs have now been meganerfed. They were far too hard to hit and you needed about 6 dedicated PD ships with top rate PD cannons and the latest sensor suite software to hold them off without too much damage. Confused


Unofficial Adamant 0.16.xx Bug Hunter


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