a) changed weapons: I am experimenting with changed weapon characteristics, but unfortunately I am often stopped by the actual server and client. Things i am trying to do: - Stream Weapons General upgrade of their range (maybe even longrange weapons with 0.15 au range). Also some will get a better turnrate, unfortunately changing this to much seems to cause the weapon to not track the target efficiently. - Sphere Weapon Set damage of this as low as possible and giving it to freighters as defensive weapon allowing them to shield of some incomming fire. - Pulse Weapon Upgrade speed, size and reload rate to make them better. Unfortunately increasing speed seems to cause them to fly through objects and if the reload rate is to high (I tried some kind of autocannon...), it will slow the client down very much. It should maybe be possible (but I haven't tried it jet) to let them fire BACKWARDS, so that you get some kind of aft cannon which could be somewhat usefull if you are pursued. - Guided Weapons I am trying to implement 4 types of guided weapons. Unfortunately here you also have problems with the settings. To high speed for example makes them useless even if the turnrate is extremly high. - The normal torpedoes, but they will probably get slightly better turnrate and speed. - Missiles which are fast and accurate with medium range but low damage to be equipped and used against small and agile ships - Rockets that are slow and feature a high range and good damage to be used against slow targets or stations - Plasma Discharges that deliver high damage with good reload rate and good accuracy at low ranges b) Ships I am still experimenting with the ship settings which also cause some problems at the moment. On one side I would like to change the antimatter consumption of the ships, so that most are forced to refuel more often, but this seems not to be available in the game at the moment. I have no ready ships jet, but I have made up some ship categories which should be implemented with about 2 ships each. - Fighters Low range, Low shield, Low armor. Good energy regeneration and low visibility. This will be equipped with missiles and there should be a bomber equipped with a handfull of rockets. Maybe there should also be an advanced Fighter featuring a cloaking device, but because they are so small their visibility will be about 50% even if they are cloacked. As soon as missions get implemented those will be the perfect ships to fend of figher attacks or incomming long-range missiles. Because of their agility and speed they should also be able to bring down bigger ships if you are a skilled pilot. - Scouts a little bigger than fighters, not as agile and fast and with cloaking. They will also have much antimatter and low consumption, allowing them to fly deep into enemy territory and do scouting missions even if the area is flooded with enemy ships. This will also be the main mission for those ships. Of course they will get by far the best scanning range of all ships - Freighters Well, what do you expect? They will be equipped with a defensive sphere weapon (see above) and there will be a armored and armed corvette for transporting critical cargo. - Destroyers These have not too good armor and are somewhat slow but very agile. They are equipped with Plasma Discharges so they can destroy even a big ship if they get close enough, but because of their limited ammunition they need to buy new weapons after a battle making them useless against larger fleets - Assault ships Equipped with good cloacking device and slightly better armored than destroyers, their main goal is to penetrate deep into enemy teritory and wreak havoc among weaker defended targets that are save against normal attacks because of their position in the heart of the empire. They have a good range and use torpedoes instead of Plasma Discharges - Cruisers Good armor and high energy output combined with devastating weapons of all sorts make this ships your choice if you plan to kick some defense stations out of the sky. However their low speed and bad agility makes them somewhat vulnerable against faster ships. - Carriers Even bigger (and slower) than cruisers these ships are the ones able to launch their own fighter squads, but because those fighters need much room carriers dont have as good weapons as cruisers
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