BrynS
Mr Kat says...
Thanks again for the quick reply. I intend to get back into the Nexus SP campaign shortly where I left off, so as to get a better feel for the gameplay dynamics and how the mod should play out.
I'm not entirely certain, the Ships Database tends to reflect the official game literature, which I believe often omits certain, known, standard weapons because they weren't possible to implement in the game engines. These weapons were either fleshed out elsewhere in the game literature or subsequently in the novelisations.
I would think that Loaf would be the best person to ask here on this issue. There has been a fair bit of discussion on the topic over time on the forum, as this search for "capital ship weapons" outlines.
While by no means definitive I'm sure, I believe WC capital ships are described variously as having mulit-layered defensive systems, ranging (depending on class, build era, etc) from:
1. Multiple, small point-defense, anti-fighter batteries (which have generally not been realised in the game engines so far),
2. Ubiquitous dual-laser turrets
3. Anti-Matter Gun (AMG) turrets (prevalent on heavier capital ships, such as cruisers)
4. (Multiple) Missile and/or Torpedo launchers
5. Capital Ship Missile (CSM) capability
6. High-yield anti-capital ship weapons
7. Flak weapons.
8. Special (Phase Transit Cannon on the Concordia, Plasma Gun on the Midway, etc).
In the Locanda series in Wing Commander 3 it becomes evident that the Kilrathi Light Destroyer has a CSM capability when it launches the bio-weapon missile. Although listed with 8 laser turrets, IIRC at least two of those were AMG's as implemented in gameplay.
I'm not sure how malleable the Nexus engine is in terms of adding weapons capability -- although you seem to be very proficient with it, Exarch -- or how keen you are take on additional workload, as well as gameplay balancing for all the different weapon systems?
Since I don't believe that the implementation of capital ship weapons has ever been addressed in such scope in one of the games or mods before, perhaps it would be a good idea to shoot Loaf an e-mail or catch him on IRC to discuss the weapons question in more detail, particurlarly any canon issues and what you feel can be successfully implemented in a balanced and timely fashion?
Anyway, thanks again for updates -- it looks to be shaping up nicely!
Cheers,
BrynS
Exarch said:The Kilrathi Light Destroyer currently cannot harm the Midway. I looked up the ship on the CIC database, and did notice it had a classified weapon. Is this an anti-capital ship weapon?
I'm not entirely certain, the Ships Database tends to reflect the official game literature, which I believe often omits certain, known, standard weapons because they weren't possible to implement in the game engines. These weapons were either fleshed out elsewhere in the game literature or subsequently in the novelisations.
I would think that Loaf would be the best person to ask here on this issue. There has been a fair bit of discussion on the topic over time on the forum, as this search for "capital ship weapons" outlines.
While by no means definitive I'm sure, I believe WC capital ships are described variously as having mulit-layered defensive systems, ranging (depending on class, build era, etc) from:
1. Multiple, small point-defense, anti-fighter batteries (which have generally not been realised in the game engines so far),
2. Ubiquitous dual-laser turrets
3. Anti-Matter Gun (AMG) turrets (prevalent on heavier capital ships, such as cruisers)
4. (Multiple) Missile and/or Torpedo launchers
5. Capital Ship Missile (CSM) capability
6. High-yield anti-capital ship weapons
7. Flak weapons.
8. Special (Phase Transit Cannon on the Concordia, Plasma Gun on the Midway, etc).
In the Locanda series in Wing Commander 3 it becomes evident that the Kilrathi Light Destroyer has a CSM capability when it launches the bio-weapon missile. Although listed with 8 laser turrets, IIRC at least two of those were AMG's as implemented in gameplay.
I'm not sure how malleable the Nexus engine is in terms of adding weapons capability -- although you seem to be very proficient with it, Exarch -- or how keen you are take on additional workload, as well as gameplay balancing for all the different weapon systems?
Since I don't believe that the implementation of capital ship weapons has ever been addressed in such scope in one of the games or mods before, perhaps it would be a good idea to shoot Loaf an e-mail or catch him on IRC to discuss the weapons question in more detail, particurlarly any canon issues and what you feel can be successfully implemented in a balanced and timely fashion?
Anyway, thanks again for updates -- it looks to be shaping up nicely!
Cheers,
BrynS