Forums » Suggestions
Ships with missiles = bigger explosions
I think that if a ship has a missle lancher and currently HAS missiles, when it is destroyed, it should make a much larger explosion then a ship with no missiles. I mean, the missiles WOULD explode if the ship they're in exploded right? Excuse me if this was already suggested, I really don't think it has. And it makes alot of sense to me.
I'd like to see ammo mass introduced first, before ammo related death throes.
That could be cool. I think you'd want to be well clear from a few of the Prom pilots when you blew up their ship. I've seen Amarus with dual flares + screamers before. Now that would leave a nice hole in Space.
If they introduced ammo mass, all the ships with missles would be unbareingly slow. Like locust/chaos swarms. Imagen the mass of 40 missiles. But anyway, that's not what this thread it about. Ships need to make big explosions when they contain missles.
I very much want ammo mass, but not as additional mass, just as mass that the ship would lose when it fires ammo, which I think is also what Shapenaji meant. I agree with Shape, the original suggestion would be cool, but I'd rather see ammo mass first.
Ah i see, that would be nice too then. As long as it didn't add anything. So yes, missiles=bigger explosion good.
True, but think of it this way, the missile are small, probable only 1 maybe 5 at the most. and you could scale the explosion on the amount of mass.
say with a little coding like (sorry if it is not correct but it is what i remember)
set ver mass=0
set ver explode=300
set ver number=0
if ship.value=false then
(insert explosion programing and add)
explode.value+mass.value*number.value <- this is the shock and damage radius modifier
and don't go correcting my programing i know it would do sh*t in this game because it is BASIC. and does not pertain to this game but, the devs will understand what it means (i hope)
anyway i agree with everyone here, bigger explosions, and mass with ammo.
this would also mean carrying extra in cargo.
there thats my 2¢
say with a little coding like (sorry if it is not correct but it is what i remember)
set ver mass=0
set ver explode=300
set ver number=0
if ship.value=false then
(insert explosion programing and add)
explode.value+mass.value*number.value <- this is the shock and damage radius modifier
and don't go correcting my programing i know it would do sh*t in this game because it is BASIC. and does not pertain to this game but, the devs will understand what it means (i hope)
anyway i agree with everyone here, bigger explosions, and mass with ammo.
this would also mean carrying extra in cargo.
there thats my 2¢
how about cargo effects? blowing up a ship full of volitale chemicals might be nifty, or maybe you don't want to get close if she blows? :-)