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special energy weapons - 11/28/2004 8:16:05 PM   
Thorgrim

 

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Trying to kick some life back to these forums. Get some discussion going.

Wouldn't it be cool if, sorta like PGs with heat, damaged NBs would leak radiation? Make your own jock be subjected to a periodical special effect check. The check would be modified by the damage level of the weapon.

BRGs could, upon being destroyed, desintegrate the whole location where they're assembled on the titan. With a skill check, depending on location.

CLGs could, upon being destroyed, reduce the titan's heat by a given amount, maybe double their heat.


This last one is actually a plus, but that's intended.
Also intended is the need for a good DCS as a sidekick to any special weapon.
And the need to use an Android, as a lowly disposable machine that it is, to operate dangerous toys.

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RE: special energy weapons - 11/29/2004 3:17:27 AM   
Burzmali

 

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Sounds good.

How about adding Lasers drawing an extra PU when damaged and fully charged? Capacitors will bleed charge when damaged.

For instance,

SL draws an extra PU every 12/8/4 sec for Light/Moderate/Heavy damage
ML draws an extra PU every 9/6/3 sec for Light/Moderate/Heavy damage
LL draws an extra PU every 6/4/2 sec for Light/Moderate/Heavy damage

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RE: special energy weapons - 11/29/2004 10:46:50 AM   
Thorgrim

 

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Can't recall right now, but I think there already is something like that. Damaged weapons are already the last to be recycled.
Most energy weapons use the power banks approach, not just lasers.

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RE: special energy weapons - 11/29/2004 7:34:54 PM   
Burzmali

 

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Well, overall, damaged weapons take longer to reload then their undamaged counterparts. The thought I had was that in order for a laser to fire 'on demand' the coil would need to stay charged until the jock pulled the trigger. If the coil (or capacitors supplying the coil) were damaged, the laser would need a trickle of charge to stay 'prepped' even when its power packs are full.

Of course, a sidebar to this would be touching up the DCS screen to include a few more options like jetisonning/disabling damaged weapons or useless ammo slots to prevent them from heating up, detonating and/or drawing extra PUs. At the very least, it would help out during a fight with a NM or FT AT.

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RE: special energy weapons - 11/30/2004 8:53:27 PM   
Reliable Royce


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Actually I'm all for increased penalties for dammaged weapons (or TOS components for that matter).

Actually I'd like to see some changes around Missile launchers.
If the missile launchers is heavily dammaged, there could be a 10% chance that a missfire occurs (missle shoot, but wildly 2-4 hexes off target)so you loose the round and have to reload... Maybe even a 5% chance that the missiles detonate in the launcher.

I guess any energy weapon could bleed heat back into the Titan when dammaged too. Again under heavy dammage a missfire could deplete the built up energy, the shot does not occur, and heat is transferred back into the Titan instead (like as those you took a hit to your shield and the dammage came as heat instead).

On a different thought, I remember a rule in BattleTech that would allow a Mech to eject ammo if you lost the corresponding missile launcher... That would be a nice feature too.

Royce

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RE: special energy weapons - 11/30/2004 9:09:23 PM   
Thorgrim

 

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quote:

ORIGINAL: Reliable Royce
Actually I'd like to see some changes around Missile launchers.
If the missile launchers is heavily dammaged, there could be a 10% chance that a missfire occurs (missle shoot, but wildly 2-4 hexes off target)so you loose the round and have to reload... Maybe even a 5% chance that the missiles detonate in the launcher.


There already is the possibility for a damaged missile launcher to fail when firing. Damaged cannons can dud too

quote:


On a different thought, I remember a rule in BattleTech that would allow a Mech to eject ammo if you lost the corresponding missile launcher... That would be a nice feature too.


IIRC, you don't need to lose the launcher. Any ammo bin may be dumped, but all ammo in that location must go. It takes a full turn though, with no movement possible. Of course, in BT ammo for a weapon can be installed anywhere, and is always loaded/dumped through the CBT, which is a bit ridiculous.

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RE: special energy weapons - 12/1/2004 1:36:17 AM   
Sleeping_Dragon


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quote:

ORIGINAL: Reliable Royce
On a different thought, I remember a rule in BattleTech that would allow a Mech to eject ammo if you lost the corresponding missile launcher... That would be a nice feature too.



It was in Mechforce also.. Always liked the option to dump ammo, but only it the titan has a DCS.

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Post #: 7
RE: special energy weapons - 12/1/2004 4:26:09 PM   
Reliable Royce


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quote:

ORIGINAL: Thorgrim
There already is the possibility for a damaged missile launcher to fail when firing. Damaged cannons can dud too

I would like to point out that I missed this entirely and have no excuse for missing those fine details. I must have been sleeping.

quote:

ORIGINAL: Thorgrim
IIRC, you don't need to lose the launcher. Any ammo bin may be dumped, but all ammo in that location must go. It takes a full turn though, with no movement possible. Of course, in BT ammo for a weapon can be installed anywhere, and is always loaded/dumped through the CBT, which is a bit ridiculous.

Oh yea. I remember that now... OK I'm 0 for 2 today.

Hmmmm I'd like for a special roll to be added so that if the CD player in the Titan takes heavy dammage, that there is a 5% chance that the CD inside will be scratched. This time I am _absolutly_ sure that this doesn't exist in the game.

Royce

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Post #: 8
RE: special energy weapons - 12/1/2004 8:45:33 PM   
Thorgrim

 

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You're absolutely correct. But they don't use CDs in the future anymore...

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Post #: 9
RE: special energy weapons - 12/7/2004 1:08:06 AM   
Black Knight

 

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Like it was already said before, i would like to have an option to deactivate weapons, not only systems like ecm or shield. However, deactivating weapons would require a (working) battle computer. An Electronic Warfare skill check would be needed to shut down the weapons correctly, otherwise they could take damage (maybe energy weapons through a surplus of energy).

Besides, an enhanced energy mangagement would be nice, e.g. you could overstress the reactor to produce more energy (and heat), or you could overload specific weapons (like the Tesla Bolt, or the Plasma Gun). These options naturally would be only availlable to jocks with high damage control/defensive/electronic warfare skills.

Of course, that all would need changes in the game engine. But it would be worth it, i think.

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Post #: 10
RE: special energy weapons - 12/7/2004 11:58:35 AM   
LarkinVB

 

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quote:

"Nach tausenden von Schlachten, sieht man nur noch den Tod.", Chaos Predator


My favorite game ! I love to play it with friends communicating with headsets.

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Post #: 11
RE: special energy weapons - 12/7/2004 7:25:56 PM   
Black Knight

 

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I was playing against my brother three times, in the map, which remembers me of Private James Ryan ... you know, there is a river which divides the map ... i can't remember the map's name.

Well, i was playing the space marines (the 258th Special Division) and my brother chose the Chaos (Alpha Legion). It was great fun, because the last battle alsways turned out to be a massacre (ah, i love the orbital bombardement ). I won every game up to now, but my brother is playing the game all the time now. Hopefully, he has become an adequate enemy now ... I look forward to sending my troops to battle again.

WHAAAAAAGH!!!!!

PS: Looks funny if you consider, that we both have german as mother tongue.

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Post #: 12
RE: special energy weapons - 12/7/2004 9:02:37 PM   
Thorgrim

 

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quote:

ORIGINAL: Black Knight
However, deactivating weapons would require a (working) battle computer.


Why? You don't need it to fire them.

quote:


An Electronic Warfare skill check would be needed to shut down the weapons correctly, otherwise they could take damage (maybe energy weapons through a surplus of energy).


Hmm, I don't think EW and deactivating weapons have much to do with each other.

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Post #: 13
RE: special energy weapons - 12/8/2004 1:46:45 AM   
Black Knight

 

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But which skill category would be checked then? The weapons skill? Or the defensive skill (which has as much to do with shutting down weapons as the E.W. skill)?

Remember: It was just a thougt.

< Message edited by Black Knight -- 12/8/2004 1:47:04 AM >


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Post #: 14
RE: special energy weapons - 12/8/2004 11:33:58 AM   
Thorgrim

 

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Well, when Burzmali suggested it he hinted at the damage control skill. I guess that'd be the logical choice.
Anyways, damaged energy weapons will only recharge (and consume PUs) if you fire them

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Post #: 15
RE: special energy weapons - 12/9/2004 9:13:47 AM   
Coyote27


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quote:

ORIGINAL: Black Knight

Besides, an enhanced energy mangagement would be nice, e.g. you could overstress the reactor to produce more energy (and heat), or you could overload specific weapons (like the Tesla Bolt, or the Plasma Gun). These options naturally would be only availlable to jocks with high damage control/defensive/electronic warfare skills.


Both would be risking damage or possible destruction to the device, of course. Sounds fun though. Overloading weapons could possibly add a variable amount of bonus damage depending on your skill roll and the power of the weapon.

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Post #: 16
RE: special energy weapons - 12/9/2004 12:42:48 PM   
Thorgrim

 

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To overload them you'd need to pump more PUs into them, that'd mean higher recycle time (and heat). Would that be worth the risk of getting damaged? I don't think the PG in particular needs that risk. Besides, the trademark of energy weapons is precisely short recycle (and high heat already). I'd also think the power banks for each weapon were already minimized to keep the weapon as compact and light as possible.

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Post #: 17
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