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Post by Space Borders on Jan 1, 2013 7:47:40 GMT -5
Exactly!
Now there's just one more thing: The cloak. Leave it for now, or remove it?
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Post by Clinkzbone on Jan 1, 2013 8:29:12 GMT -5
Remove.
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Post by Space Borders on Jan 1, 2013 9:34:00 GMT -5
Ok, all is done, except for the explosion which damages nearby ships. So, what do we do about it? How much damage? How far should it reach? Actually, it is very likely for allied ships to be nearby when it explodes, meaning that, not only will you lose a 50k ship, but also other (possibly expensive) ships. We really need to think this through carefully...
Any suggestions?
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Post by joe130794 on Jan 1, 2013 14:43:32 GMT -5
If its long range it should not fire if its target is within the blast radius.
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Post by joe130794 on Jan 1, 2013 14:44:20 GMT -5
Not fire if friendly ships or the crius are within the blast radius.
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Post by Space Borders on Jan 1, 2013 15:40:17 GMT -5
Well, it isn't about the attack, it is about when the Crius is destroyed and its explosion damages nearby ships...
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Post by Clinkzbone on Jan 1, 2013 19:19:08 GMT -5
Would it be possible to make the damage of the explosion scale to how many missiles the Crius currently has in stock? So more missiles = bigger explosion with more damage. Probably a lot of work... If not then an explosion with radius between a missile's and a nuke's? 4-5k damage?
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Post by lockon777 on Jan 1, 2013 21:23:11 GMT -5
Well what if it has no missles? Can't some one just use up all of them when the ships is about to die and then revive almost no damage?
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Post by lockon777 on Jan 1, 2013 21:25:34 GMT -5
And I think in the credits it should mention how the Crius was by far the most difficult ships to implement.
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Post by Clinkzbone on Jan 2, 2013 1:07:54 GMT -5
What I was thinking was when it explodes it deals maybe a base damage of 2.5k. Then for each missile in store it deals an extra 100 (or more) damage.
How many missiles does the Crius store anyway?
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Post by lockon777 on Jan 2, 2013 2:50:38 GMT -5
A little different from my thought. I was hoping for maybe a very large radius with 4-5k damage that weakens as it spreads. So near the edge it might only do 500 damage.
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Post by Space Borders on Jan 2, 2013 5:36:52 GMT -5
ClinkzboneYes, it is possible (and quiet easy) to make the damage a function of the remaining missiles. The Crius can store up to 30 missiles. At 100 damage/missile this would sum up to +3000 damage in the most critical zone. lockon777Do you mean there should be a certain region around the Crius, where the explosion deals very high damage, or should it just decrease with increasing distance? I hope these models make it more clear: Model 1: (CRIUS)MAX-------------------------------------0 : Damage done according to distance. Model 2: (CRIUS)MAX----MAX----------------------------0 : Damage done according to distance, but ships with a certain (close) distance to the Crius, will receive maximum damage. Model 3: (CRIUS)MAX-----------------------------500 : Like model 1, but with a minimum damage of 500. Model 4: (CRIUS)MAX----MAX--------------------500 : Like model 2, but with a minimum damage of 500. So now we have to decide about the damage radius. How far does it extend? Try to describe it in terms of the motherships length for example.
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Post by Clinkzbone on Jan 2, 2013 6:14:49 GMT -5
2-2.5 mothership lengths?
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Post by lockon777 on Jan 2, 2013 14:20:48 GMT -5
Yea I was thinking of model 3. and I think the length shoud be around 3.5-4.5 ms length.
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Post by lockon777 on Jan 2, 2013 14:26:32 GMT -5
That way it would be able to damage or even destroy those small carrier attack fighters the ageons use.
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