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    1. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      Actually Spunkie, I like the buying missiles/ammo idea. That is the most realistic suggestion I've heard. In Eve Online you get a discount from manufacturing your own ammo but you still have the option to buy ammo. I still think we need a way to determine how many we can hold. Wait, that's...
    2. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      Ok, three things. First; This is a forum. If I see a poll on something that I feel will make the game less enjoyable for me and others who think like me, I shouldn't be fussed at for siding with an unpopular vote. Second; You added the poll to this thread. That alone implies that people in...
    3. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      None. Not everyone wants to play the game the same way you do. The concept you suggest is unnecessarily complex for some of us and has the potential to make missiles even more worthless. That's why you have a poll with a 30%+ vote against it. Hopefully the dev team will do the sensible...
    4. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      1) Increasing the damage so they are worth using, decreasing the power requirement so you can actually fire and lowering the firing rate so you can't continuously spam people without separate launch systems. 2) Leaving them as they are right now and taking the time to learn how to build...
    5. Dr. Whammy

      Questions about warheads

      My cruiser is pretty accurate. If you look at the blue section in the launch bay area, there is a camera right behind the blue lights. It is directly in the center of the launchers. I can hit within 3 meters of my point of aim at more than 1000 meters away while stationary. The longest shot...
    6. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      That's too much complexity just to be able to add missiles to an arsenal. They're not powerful enough to be worth all that extra complexity. Seriously; why would someone spend that much time and effort trying to build missiles that 1) are significantly lacking in power and 2) able to be shot...
    7. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      Did you actually read my post? I did mention antimatter for torpedoes which are obviously consumable. My ship currently gets only 20 shots. Besides, the only things a Star Trek replicator can't create are antimatter, dilithium, latinum, and living organisms. Do you honestly think that they...
    8. Dr. Whammy

      Questions about warheads

      Actually, I have a new prototype that does exactly that. The rail will follow an "S" pattern; multiplying the number of rounds by the height of the array. I had a quick battle in this ship last night. Lessons learned. - You CAN dog fight with these against larger, slower craft. It takes...
    9. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      Here's a weird idea. We're in the future. We have free energy, unlimited fuel, and apparently unlimited food, water and air on our ships. Just as Star Trek has replicator technology, I don't think it's too much of a stretch to assume that someone with this capability could replicate things...
    10. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      I'll just put this here... By the way. I'm now making shots with auto loading torpedoes in excess of 2500m... This IS the ammo solution. It's realistic and it works quite well.
    11. Dr. Whammy

      Questions about warheads

      As promised, here is my magazine. I hope you enjoy the 'subscription'... ;) 10 Round mag... The rounds use logic to advance by one rail slot every time the launcher is fired to prevent jamming. Delays are used to give the rounds time to launch before another round is loaded. The rail on...
    12. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      Another thing you ammo proponent guys are forgetting: The variable of weapon sizes and the capability of players to build weapons with multiple sized emitters linked to the same computer. How do you determine how much to spend on ammo for each size launcher? Do you need a specific ammo for a...
    13. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      In your first list... 1. Modify block behavior config.xml to change damage 2. Modify server.cfg to enable/disable inertia 3. The core is necessary for you to move the torpedo in the first place. I wouldn't recommend changing this. An alternative would be to allow logic controlled radar...
    14. Dr. Whammy

      Questions about warheads

      Sound fun. I think you'll like my design; every precaution has been taken to reduce the probability of a catastrophic failure due to jams and collisions. The only thing I don't like is the fact that the cruiser's remote has to be used twice in order to fire; it acts like a toggle switch...
    15. Dr. Whammy

      Questions about warheads

      I'm sorry but that's classified information... Just kidding ;). When I get home I'll post a picture and write up a summary of their function. There is a lot of logic involved but it's a relatively simple concept. It took quite a few explosions and destroyed prototypes to get this system...
    16. Dr. Whammy

      Introducing The United Star Axis

      Under-sized ship. Over-sized turrets... If I get it working the way I want, I'll eventually make a bigger variant. If you're lucky, it will look like a drake. ;)
    17. Dr. Whammy

      Introducing The United Star Axis

      Thunderbolt Class This ship is a miniaturized example of what you get when you cross a Federation Constellation class with a Caldari Drake from Eve Online. It's slow and somewhat under powered with regard to standard weaponry but its turrets throw a LOT of missiles at the enemy. The key...
    18. Dr. Whammy

      Questions about warheads

      Here's my new light cruiser (work in progress). The launchers work well, the firing rate is decent and the accuracy is great as long as you remain stationary while firing. At 500,000 damage (as per the block behavior tweak) It can kill a ship it's own size with 4-6 torpedoes under the new...
    19. Dr. Whammy

      Brainstorming on new sounds

      Technically, what I'm suggesting IS a mod. Star Trek Bridge Commander has default sounds but the files are accessible to the user and can be modified or replaced. As such, my suggestion/request is that when the sound system is worked on and the team actually creates their own sound font, that...
    20. Dr. Whammy

      Brainstorming on new sounds

      Michael Winslow much? Also, +1 on the Elite Dangerous canopy breach... Absolutely heart wrenching. Why not do what Star Trek Bridge Commander does; allow for user customizable sounds? You could make the beams sound like phasors and the cannons sound like Star Wars lasers, then save the sounds...