![]() |
If you mean taking out the radio shack with the deck gun, then you'd have to blow it up in one shot before you were spotted by the lookouts.
Otherwise, you'd have to rely on breaking the ship in half with a well-placed torpedo. I think that will stop any chance of an S.O.S. getting out, but you never know for sure just how the AI does things sometimes. |
Quote:
Radio rooms (working or otherwise) are not modelled into the ships. SOS messages (the hypothetical type) are managed by the game engines SDK. |
So the times I've expended ammo demolishing the superstructure or spent an extra torpedo to break a ship's back were all wasted effort for trying to prevent a radio message from getting out? :huh:
Too bad there isn't some way to attach a node to the model that, once that node is destroyed, it sets the % chance a ship radios for help to zero. :hmm: Ah well. :-? |
BE MORE AGGRESSIVE!!.....SINK EM ALL!! http://www.psionguild.org/forums/ima...ies/pirate.gif
.....and prepare for GWX3.0 http://www.psionguild.org/forums/ima...ies/scream.gif http://img265.imageshack.us/img265/5...mation1xx5.gif |
I believe that I remember the idea of preventing radio transmissions from an interview with the devs. Perhaps it didn't actually make it into the game.
|
All times are GMT -5. The time now is 01:08 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.