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Author Topic: Missile modules  (Read 754 times)
Weylin
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« on: March 04, 2009, 02:46:15 PM »

What modules cannot be placed on a missile, or have no effect if they are?
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NiteHawk
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« Reply #1 on: March 04, 2009, 04:39:38 PM »

What effects?

Power, such as fuel. You can make an infinity bullet by using power instead of fuel. You can also use fuel instead of power on ships, but if there power runs out they explode, much like a missile does. It's quite funny.

Engine does as well, theres only two little engines normally, It's supposed to affect homing missiles, they simply need it for rotation. I think a higher engine might make them turn quicker, but you typically use the 'small' type engines, not ship engines.

Sensors as well work on homing type missiles. If the sensor range is too small, they won't get a lock. Typically you don't realize since the ranges are pretty high, but in the future we can adjust it so you cannot fire a missile from half the galaxy.

As well, warp does work on homing missiles, which is hilarous. Basicly, the missile will warp to the target and follow. Virtually something like this will never be a main weapon, but its hilarous to see.

I believe boosts as well work.

Otherwise nothing else.

I'm aiming so that you can add more to it, such as a mine that fires a gun at close range (More like turret), or a mine that explodes into several particles, etc.  Things I want to add are:

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Weylin
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« Reply #2 on: March 05, 2009, 04:43:46 AM »

I remember trying to put a weapon module on a weapon, and it just crashed the game.

I was trying to make a starbase launched fighter-type deal that would launch and shoot low powered lasers at the designated target.

Even if it did work, how would you prevent it from suiciding into the target?
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NiteHawk
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« Reply #3 on: March 05, 2009, 09:53:01 AM »

I remember trying to put a weapon module on a weapon, and it just crashed the game.

I was trying to make a starbase launched fighter-type deal that would launch and shoot low powered lasers at the designated target.

Even if it did work, how would you prevent it from suiciding into the target?

Well generally there would be a suicide type and a type where it doesn't pick up hit reconition at all, basicly you could do that now by setting the hit type to none. Just can't place a weapon on a weapon for example.

Techincally if it were a homing type missile, and you set it not to be hit a ship it would most likely act like a 'small fighter' type ship becasue it wuold circle around to attack again. Might need some modifications to have a on hit type and a tracking type so you can track thigns still even if the type is set to 'none'
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