Animate Dreams Posted May 2, 2007 Report Posted May 2, 2007 the more the item costs the more dmg it does / useful it is.Wtf? Anyway, I believe it works like... an item that gives you more damage but costs the same as a weaker item, probably has a more expensive repair cost. Something like that, I don't think it's ever been properly explained. I guess we'll just have to test it. But you can look in the To-Do List topic, I think Aileron explained half of it in one of his posts on the first page.
Synook Posted May 2, 2007 Report Posted May 2, 2007 the more the item costs the more dmg it does / useful it is.But the stated damage for "L2 Bomb" and "L3 Bullet" are exactly the same (10,000), while "L3 Bullet" costs 12,500 points, but "L2 bomb" costs only 10,000 points... Similarly with "Repel" and "Brick".So what is the advantage? I suppose Animate is right - feel our way forward
Aileron Posted May 2, 2007 Author Report Posted May 2, 2007 Repair costs are the difference. I have put up detailed specifications on all the weapons in the "SS RPG Tutorial" topic. Defensive weapons are clones of offensive weapons. Offensive weapons come in two varieties, guns and bombs. Bombs are cheaper to buy. Guns are cheaper to repair. Additionally, a "shrapnel" weapon is added. These are really cheap to buy but flat out impossible to repair. These were added for those times you need a temporary stats boost to get over someone who has a razor thin lead over you. Finally, each ship has their own specials. The Warbird, Javelin, Spider, and Leviathon have weapons no other ship can use. However the Terrier, Weasel, Lancaster, and Shark have automatic upgrades on their guns and bombs. Terriers get cheaper double barrelled guns, Weasels get cheaper EMP bombs, Lancsters get more powerfull bouncing bombs, Sharks get more powerfull bouncing guns.
Suicide_Run Posted May 2, 2007 Report Posted May 2, 2007 Im guessing the only reason bomb cost less is cause their repair cost is more than bullet. So I think in the long run, bomb will be less useful cause you will have alot and repairing might be a pain while bullet cost more in the beginning but less cost on repairs?
Synook Posted May 3, 2007 Report Posted May 3, 2007 Just wondering... I thought someone said that this round there would be no "Pick Weapon" for sabotage: instead, the core will just target weapons based on the amount of spies you sent and your spy rank? So, what happened?
Aileron Posted May 3, 2007 Author Report Posted May 3, 2007 Yes, that's why I recommend ignoring the "To Do List thread". Many things cannot be changed due to limited core settings. Infact, on the race selection screen there is a typo that says "Casualies" instead of "Casualties". The core is so limited that I can't even correct that typo.
Suicide_Run Posted May 3, 2007 Report Posted May 3, 2007 Aile, is the atk limit still there or did you change it so you can atk anyone but the money gain varies depending on ur rank?
Aileron Posted May 4, 2007 Author Report Posted May 4, 2007 Money gain depends on rank, though pop looks to be lethargic this time around. You can't quite attack everyone, but pretty much. The size factor is 100. Its finite because in my experience infinite things tend to get abused, but its high enough that it shouldn't be much of a factor.
Synook Posted May 7, 2007 Report Posted May 7, 2007 What about spying? How many spies do you believe adequate to sabotage, say, 10 weapons? Because I tried to sab someone earlier who has very low covert (that person knows who they are ), but it didn't work, even though I used 10 spies to attempt to sabotage ten weapons type fancy maneuvering...
Shock Posted May 7, 2007 Report Posted May 7, 2007 (edited) You can sab 50 weapons with 3 spies because I've done it. 10 is WAY too many. Like I told Doosh on another thread: a blind man could see 40 spies. In your case, it's 10. Edited May 7, 2007 by Shock
Suicide_Run Posted May 7, 2007 Report Posted May 7, 2007 You should just play around with the numbers until you get the feel of things =p
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