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Star Wolves 3D space RPG with deep strategy and tactical elements

 
 
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Old 06-03-2010, 02:31 PM
Trucidation
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Thanks for both the link and the PM.

I keep most values similar, like pod size and refire rate, so that I get a somewhat steady barrage of missiles. A small pod size doesn't work for me, they run out too fast. So I need to keep it high but lower the damage per warhead to compensate.

They're meant to be mostly a deterrence rather than a primary kill option so they're unlike traditional missiles. In the several test battles I've played I noticed that guns still do most of the killing so I haven't gotten them entirely wrong, but they're still chewing up armor pretty fast. The values I use actually add up rather higher than the ones you sent through PM; you're right, and I intend to lower them.

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There's also the ECM (jamming) value to consider, if we keep it low then targets have more chances of not getting hit. Currently I simply arbitrarily assign Seeker_A to Seeker_D from LRM1 to LRM4, in order. Haven't really put much thought into it actually.

Do you know how well ECM / AMS works? We have the values (10,20,30,40), but what exactly are they, percentage? Doesn't look like it though, the ones rated 40 stop too many missiles to be 40%. Or perhaps it's a straight value, stopping everything rated below 40 and randomly stopping some of those rated 40?
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