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Nova's and their like - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Nova's and their like (/showthread.php?tid=3621) |
Nova's and their like - Treewyrm - 08-21-2007 ' Wrote:And you *cant* go back to base to re-arm. This counts as a death.Not in the game mechanics, it's just a rule and rules are being modified, re-written from time to time to serve the game/rp needs and work where the game mechanics cannot be changed. But that's offtopic anyway. Nova's and their like - me_b_kevin - 08-21-2007 ' Wrote:Fighter's can't use them to any great effect. They use too much energy, and the refire is poor. You need a hell of a lot of practice to make them work on a fighter. well then why does everybody and their brother carry a nova on their fighter? the ammo idea would limit the use of this kind of weapon and force people to actually dogfight Nova's and their like - bluntpencil2001 - 08-21-2007 Not everyone carries Novas. And most that do can't use them to any effect (I know I certainly can't aim Novas.). Most actually carry Train CDs coupled with nuke mines. Dogfighting against Novas isn't that hard. Keep out of its fire arc then they'll waste their energy. Shoot them in the ass for the mistake. Light fighters can maul such builds with little effort. The problem isn't the weapons or ships. The problem is the pilots. Nova's and their like - Eppy - 08-21-2007 I concur. Piloting is the real problem. Nova's and their like - me_b_kevin - 08-21-2007 piloting isn't a factor in the issue. i personally don't find the nova "believable" in a FL'ish way as it is now. to make it so, it'd need to be restricted to bombers or given a type of ammo the ammo option would allow VHF or "fighter bombers" to use them still just makes common sense to me EDIT: the ammo option would make it effectively like a alternative to the torpedo instead of a replacement for it. if that makes sense Nova's and their like - ghostcat - 08-21-2007 The trouble would be coding it. As far as I know, we can't make a gun require ammo. I could be wrong of course. Nova's and their like - bluntpencil2001 - 08-21-2007 Why isn't it believable? Now, don't give pseudo-scientific reasons involving energy on the ships, since well, we have laser weapons going as slow as bullets, sound in space and jump holes. They use a ridiculous amount of energy, and fighters have to compensate for that. This makes sense. Nova's and their like - Quigs - 08-21-2007 ' Wrote:Well, one thing I like about FS is that there are supply ships that can bring you more ammo if needed. In case of FL I don't see it happeningI smell a new Whale in the works... replace the cargo bay with bots/bats capacity. If the fleet it's supporting was diverse it could be carrying a broad range of spare ammo too. Nice, juicy target. Creampuff Nova's and their like - bluntpencil2001 - 08-21-2007 The problem with that is that you can't purchase ammo if you don't have the gun that fires it. You have to have someone with the gun buy the ammo and trade you it. Also, who the *hell* wants to fly a supply ship!? Nova's and their like - X-Lancer - 08-21-2007 k.let me make this clear,, can i make the gun need ammo to fire? yes.gun can make it require ammo..in .ini file.. there is a requires_ammo = false/ture for every weapon, so we can make a gun need ammo to fire.. why those cap ship don't need ammo? because there is a ammo limit to all kinds of ammo, include CM,CD,Torpedo,any gun,missiles,..example: fighter's missile's ammo limit is 70, then Battleship's missile turret(if needs ammo) is 70 too..does that make sence? a BS only have 70missile on ship..so make cap ship gun needs ammo is impossible.. |