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 Post subject: Mega flak cannon
PostPosted: Wed Jan 10, 2018 10:30 pm 
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Vacuum Dragon
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A huge weapon for core slots (like the spinal cannon) specialised against fighters, with 50 shots per turn of 1 damage point.

If you like the idea I can think better about details (mostly tech required) and make a pull request.

Edit: maybe it is not a bunch of little cannons but some other kind of device, like a shock wave emitter.


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 Post subject: Re: Mega flak cannon
PostPosted: Thu Jan 11, 2018 8:45 am 
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Creative Contributor
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Works for me. Not modified by species traits though, that could get a bit thorny.

We also need a core slot hanger bay and to do some work with launch tubes I think

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 Post subject: Re: Mega flak cannon
PostPosted: Fri Jan 12, 2018 11:12 am 
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Vacuum Dragon
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How about a core slot part that unlocks with stargates and enables to teleport all the fighters outside in the first round (has inifinite/maximum ejecting capacity)?

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 Post subject: Re: Mega flak cannon
PostPosted: Fri Jan 12, 2018 1:29 pm 
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Psionic Snowflake

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How about a "Tactical Drone System" core slot with 32 interceptors which also doubles the launch rate (drones are smaller and easier to field than manned fighters).

Idea was that it would make Xentronium hull a nice interceptor design (4 external, 1 core).
With filled launch bays:
16 interceptors start in turn 1.
16 interceptors start in turn 2.

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 Post subject: Re: Mega flak cannon
PostPosted: Fri Jan 12, 2018 5:51 pm 
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Vacuum Dragon
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em3 wrote:
How about a core slot part that unlocks with stargates and enables to teleport all the fighters outside in the first round (has inifinite/maximum ejecting capacity)?
I would be happier with two tech upgrades that allow launch bays to launch 3 and 4 figthers. I don't see teleporting fighters... but if we do it, I also want to teleport assault troops into enemy ships (like in Star Trek and MoO2). :D


Ophiuchus wrote:
How about a "Tactical Drone System" core slot with 32 interceptors which also doubles the launch rate (drones are smaller and easier to field than manned fighters).

Idea was that it would make Xentronium hull a nice interceptor design (4 external, 1 core).
With filled launch bays:
16 interceptors start in turn 1.
16 interceptors start in turn 2.
I'm not sure about that name, but I love the idea. It would make possible the concept of carrier for capital ships (which still have snough internal slots to get high stealth/speed/shield if that's what they were getting from the core slot). Add in two more core slot parts for 16-bomber and 24-figther counterparts.
However, can you get 16 interceptors in the air with 4 launch bays? I thought that each launch bay allows you to launch only 2 "planes" per combat turn, or is this changed now/soon?


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 Post subject: Re: Mega flak cannon
PostPosted: Sun Jan 14, 2018 12:57 pm 
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Psionic Snowflake

Joined: Tue Sep 30, 2014 10:01 am
Posts: 455
Oberlus wrote:
However, can you get 16 interceptors in the air with 4 launch bays? I thought that each launch bay allows you to launch only 2 "planes" per combat turn, or is this changed now/soon?

There are some general discussions; e.g.
Suggestions for a Carrier/Fighter revision.
I think consensus is that right now interceptors are too lame to use. One suggestion was to make the Bomber/Fighter/Interceptor launchbays instead of 2/2/2 a 2/2/4 or a 2/3/4.
But there are many ideas in that thread.

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 Post subject: Re: Mega flak cannon
PostPosted: Mon Jan 15, 2018 12:54 pm 
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Vacuum Dragon
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I was thinking about drone hangars as a way for bad pilots species to overcome their weakness. The drones would have no species (or a drone-specific species like Drone AI Mk I, Drone AI Mk II etc).

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 Post subject: Re: Mega flak cannon
PostPosted: Sun May 27, 2018 5:17 pm 
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AI Lead, Programmer
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I guess this will be the design discussion for PR 2129

It looks to me like no one has yet addressed the HUGE defensive value that drones like this would have, this would make a carrier practically immune to SR weapon damage on rounds 2 & 3.

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