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Old 11-27-07, 10:57 AM   #12
Peto
Ace of the Deep
 
Join Date: Jul 2007
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Quote:
Originally Posted by tater
Accurate DC loads that I added make the ships run out faster. I was thinking of making a thrower that points at the rack model, and only throws the DC 0.1m or something (with no thrower effects). The benefit here is that throws, unlike racks, have a reload time. By setting it to 90 seconds or so, I could guarantee that it would not drop 2 DCs on a single pass. Replacing 1 roll rack with these would have some normal rolls of multiple charges, and a 2d slow rack that would drop 1, then have to wait for the next pass. If 90 seconds still used em up too fast, I could set it to 300, 600, 900 seconds or whatever.

tater
I've been thinking about that to. What I'd like to see is much longer reload times for K-Guns and racks. This would mean that an escort could only make a dc run every 5/10/15/whatever minutes. The better the Escort crew rating, the more sparing they are with dc expenditure--lots of options.

Big question: is it possible to set k-guns so the fire (2 to a side for this example) about 3-5 seconds apart rather than tossing them all off at once? I'd like to be able to create a pattern of DC's rather than escorts dumping most of them in the same pickle barrel.

I think limiting dc's on escorts is good--but I agree with Ducimus' thoughts on the subject: An escort with no dc's doesn't have teeth, so I'd rather they have too many (unhistorical) than have them run out too soon...
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