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SFM Mod Weapons

Starfox1701

Master of the Arwing
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Ok Got a question. Ok early ships use missiles. One of thoughs missile types is an area defence missile. I plane on using amines style weapons for the missiles. I'm resonable sure that ADMs are ment to shoot down antiship missiles. Problem is that I can't the point deffence laser weapon to play missile. I'm wondering if any one has ever found another weapon that will shoot amine type weapons down? Also has anyone ever tried to make the amines so reagular weapons would shoot them down?
 

CABAL

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Mines can't be shot down. However, you can modify the commando team special weapon to be a missile by making the crew count on the pod 0 and making it deal damage. The commando team pods can be shot down by the point defense laser.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
CABAL said:
Mines can't be shot down. However, you can modify the commando team special weapon to be a missile by making the crew count on the pod 0 and making it deal damage. The commando team pods can be shot down by the point defense laser.

I wonder. Could you also do this same thing to represent BSG missiles? I've never really been satisfied with how they look right now.
 

CABAL

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I don't see why not. We plan on using that system for the H:FC missiles, if I'm not mistaken.
 

Starfox1701

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The PDl has a hardcoded sprite so is there anything else that will shoot torps and commando pods down?
 

Starfox1701

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Ok while I await further info on shooting missiles down I have some more info and thoughts for comment and consideration. Physics is the base for any combat system and TOS trek has a fundamental difference in the way ship to sip combat is done. In TOS battles are suppose to be fought almost exclusively at warp speed. This thought process informed the way weapons where designed for the SFM ships and permiates the orginal episodes. With that in mind I'm thinking of trying somthng different.

Normally I run an impulse speed around 100 with a 40m/sec spread for combat and a warp speed of 500. For this I'm thinking of doing away with normal warp altogether. Impulse speed will represent an extrapalation of warp cruise speed. Combat speed will be max warp speed. and I will fit an impulse booster to cover emergency warp speed. Because of the vast difference in ship speeds of ships over the timeframe of the mod this shold provide some interesting contrast between the older and newer ships. What do you'll think?
 
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