Weapon levels above 10
-
The DvD Man I have a good solution for you.
gun mount can be missiles slots, turret class 1 to 5 can be guns/turrets and 6 to 10 can be turbo guns/turrets.
class 1 : Civilan gun/turret
class 2 : light ______
___3 : medium ____
__4 : heavy _____
___5 : spacial fighter device.It’s the same for turbo but it’s for capitals ships.
-
TheDvDMan wrote:
Why only “gun”? I would prefer to use “turret” for capital ships.So? I didn’t say “only gun”…
If you read carefully you will see at the bottom “And you can do the same for your turrets!”
My teachers used to tell me to think further from simple examples when I was at junior school, and I learned to do that. What happened to you, sleeping on the desk? In Maths we used to call it “extrapolating” - extending something we learned.
Stop watching DVD’s, it’s bad for your eyes, makes them googley!!
Bite 'im agin, FF!
-
StarTrader wrote:
…. So who needs 10 classes? …Example:
I want to have a main gun on my Liberty Gunboat,
which can’t be traded.
Now trying to work with no [good] and
package-mounting in unassigned HP.Give me 200 more weapon classes and
I can use 200 weapons, which can’t be traded.
-
Turbo gun/turret? why “turbo”? I would like to refer to this as “capital gun/turret”.
And thanks for your affort, but i planned it alredy like this:
6-Transport/Liner turret
7-Gunboat/Cruiser(Liberty) turret
8-Cruiser/Destroyer turret
9-Battleship turret
10-Battleship Flak/Missile turret
All the rest is how you said. -
Anyway, to use vanilla slots - bad idea.
I can’t take default slots because i hope you understand that Defender and Sabre guns and turrets are little bit different… I can use only 6-10 turret_special’s, but it is not enough cuz i already taken 6-8 for 3 transport turret levels (i hope you understand than transport with 100 cargo and 2000 cargo are different too and have to have different firepower).
And its only default levels of ships. -
Every bloody mod before yours has managed. Don’t kid yourself thinking you’re so unique YOU need something nobody else needed before.
@F!R: Don’t understand your problem. Weapons without class and good entries can’t be traded. Just make all those weapons impossible to unmount.
-
@FF
With no good you have no entry (dealer / weapon list),
which shows the stats (only the HUD to turn it on + off).No class will mount everywhere (if I remember correct)
{if there is a good}.And don’t get me wrong
- I m not seriously requesting 200 more weapon classes.
But a few more weapon classes are a nice idea IMHO
and I take, what I can get.
- I m not seriously requesting 200 more weapon classes.
-
Why turbo? because damages are boosted. And it use more energy than non turbogun, that’s why fighters, bombers, interceptors, gunships can’t carry turbo but a heavy gunship can carry that. Look in Star wars turbolasers can destroy a VHF in one shot.
GUN : damages : +
refire rate : +++
Energy usage : 0
range : ++TURBOGUN : damages : +++
refire rate : +
Energy usage : ++
range : ++++ -
Tsk!
Kidz…
…again!Tsk!
Well, I think you’ll get fed up by the time you get to 40 guns, trying to make them unique. (There’s no point in having all guns in a class doing the same damage with the same refire rate etc.)
Then do the 40 turrets and you’ll be pulling out your hair.
You’ll see.
-
…. now i know, why I m getting bald …