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 Post subject: Combat Weapons
PostPosted: Fri Jul 09, 2010 1:55 pm 
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Space Krill

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Speaking of Combat, what are the different weapons being used in the combat fight?


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 Post subject: Re: Combat Weapons
PostPosted: Fri Jul 09, 2010 5:55 pm 
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Right now, there is no difference. Eventually they will have different ranges and behaviours after being fired (direct instant hit vs. indirect fire that has to travel to the target at some limited speed) and be able to target different things (fighters vs. other ships).


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 Post subject: Re: Combat Weapons
PostPosted: Fri Jul 09, 2010 9:21 pm 
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Space Squid
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Only to indicate the potential extension, maybe FO should try to make something similar to space empires 4/5 games, at last in weapon type/range front?


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 Post subject: Re: Combat Weapons
PostPosted: Fri Jul 09, 2010 9:29 pm 
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tezeriusz wrote:
...maybe FO should try to make something similar to space empires 4/5 games...

You're going to need to be specific and explain what that means...


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 Post subject: Re: Combat Weapons
PostPosted: Fri Jul 09, 2010 9:57 pm 
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Space Squid
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...as much as I can be precise on Friday evening. In SE there is two weapons type; direct, seekers, and there is two way of defense of important ship/planet structures - shields and armors. Seekers(big missles - anything that have move speed and defense rating - like ships) can be shoot down by point-defense guns and that guns can shoot at fighters too. Direct fire have multiple type of damage some can pass shields(normal not phased) and some can pass armor, but all doing some damage to hull structure if they hit it (unless special weapon again shields).
Fighters have small weapons of any type that big weapon is available, but of course less powerful. Ground units are similar to fighters, and damage/range of specific small weapon is separate to planet/space combat. And planet have weapon platforms with can do some serious damage to space ships and ground troops(if equipped with specific weapon type).There is possibility to poison/capture crew/planet and do some conversion using psi weapon. Armor have possibility to deflect some damage and that it in short - look at SE5 have best weapon system I have seen in 4X space games.


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 Post subject: Re: Combat Weapons
PostPosted: Fri Jul 09, 2010 10:13 pm 
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Various bits of that are similar to how FreeOrion weapons are planned / set up, except:
* FreeOrion doesn't have damage types or shield or armour bypassing; if a ship direct fire weapon, fighter weapon or missile targets and damages a ship, the damage it deals to the target affects the target ship the same as anything else that damages the ship.
* Same applies for point defense guns and fighters that damage a fighter or missile.
* FreeOrion fighter weapons aren't directly linked to a particular ship weapon.
* Armour just increases a ship's maximum structure (ie. its health), rather than reducing applied damage.
* There are no "psi" weapons, but ship (or other content) effects should be able to manipulate planets' happiness.
* Ground troops are scheduled for design discussion.
* Planets have weapons and shields, though these aren't easily configurable by players like ship parts.


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 Post subject: Re: Combat Weapons
PostPosted: Sat Jul 10, 2010 2:43 am 
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Space Squid
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No damage type - so no mines with different type of warhead, that can disable ship weapons and engines then I assume no capture ship and no repair ship to get that wrack to near space dock and de-construct for technology?


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 Post subject: Re: Combat Weapons
PostPosted: Sat Jul 10, 2010 5:52 am 
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tezeriusz wrote:
No damage type - so no mines with different type of warhead

No "mines" at all planned at the moment.

Quote:
that can disable ship weapons and engines

We don't have plans to deal with single ship subsystems during battles. It's a galactic / system scale empire / battle, so indivual ship subsystems is too detailed to worry about simulating or players' focusing attention on.

Quote:
then I assume no capture ship

Not in v0.4, although we might have some mechanism for boarding parties or ship capturing later.

Quote:
and no repair ship to get that wrack to near space dock and de-construct for technology?

Not in v0.4, although there should be some mechanism for repairing one's own ships. There may also be leaders or spies or similar "great beings" that might be involved in capturing enemy ships, in or out of battle, however. These aspects of the game haven't been designed yet. v0.4 is just going to be basic combat.


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 Post subject: Re: Combat Weapons
PostPosted: Sat Jul 10, 2010 7:18 am 
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Space Squid
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Geoff the Medio wrote:
We don't have plans to deal with single ship subsystems during battles. It's a galactic / system scale empire / battle, so indivual ship subsystems is too detailed to worry about simulating or players' focusing attention on.


Graet ;] But look at this: there a two fleet at start of game one with missile frigate and with laser ship second with two laser ships. If i get this right you want to have something like: fleet A attacking and missile frigate shoot and laser ship is flying to die vs 2 lasers ships, I (like it is possible in SE5;]) want to have possibility to set laser ship to some kind of guard mode(task force in fleet?) to defend missile frigate and missile frigate to trying to stay at maximum range.

Geoff the Medio wrote:
Not in v0.4, although there should be some mechanism for repairing one's own ships. There may also be leaders or spies or similar "great beings" that might be involved in capturing enemy ships, in or out of battle, however. These aspects of the game haven't been designed yet. v0.4 is just going to be basic combat.


Yeah nanorobots/heal in organic like races..eh too many possibilities ;]


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 Post subject: Re: Combat Weapons
PostPosted: Sat Jul 10, 2010 7:44 am 
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tezeriusz wrote:
I ... want to have possibility to set laser ship to some kind of guard mode(task force in fleet?) to defend missile frigate and missile frigate to trying to stay at maximum range.

There are a variety of combat orders planned. See descriptions in this header file: http://freeorion.svn.sourceforge.net/vi ... iew=markup


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 Post subject: Re: Combat Weapons
PostPosted: Tue Dec 28, 2010 6:31 pm 
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Space Krill

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Quote:
Armor have possibility to deflect some damage and that it in short - look at SE5 have best weapon system I have seen in 4X space games.


Armour absorbs 100% of damage in the same way as shields, though the modding community is generally really keen on the idea of leaky shields and armour, so a lot of mods work the way you describe.


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