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Starkiller
Murdock
Registered: Nov 2001
Location: Netherlands
Posts: 371 |
Is he flying a Badger in one of those shots (the shot before the last shot)..? 
Sweet 
Last edited by Starkiller on 12-22-2001 at 10:26 AM
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12-22-2001 10:25 AM |
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894 |
Starkiller; it appears so. That's something else I wouldn't mind, um, "testing" if you know what I mean 
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12-22-2001 04:17 PM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
My main point about the weapons is that you ought to make sure that the aft guns are at most no more powerful than the foreward guns on the Omega, so the best tactic is not to point the aft of the ship at the enemy.
Aside from that whatever balance you decide on should be fine 
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12-22-2001 06:42 PM |
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Starkiller
Murdock
Registered: Nov 2001
Location: Netherlands
Posts: 371 |
When I'm right, the beam cannons on the rear are the same as the one on the front. That means that there's more firepower (When we're speaking of beam weapons) on the rear than on the front. Maybe they've done that to disencourage enemy ships to attack the weaker engine section..
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12-22-2001 07:00 PM |
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Zeronet
Hannibal
Registered: Feb 2001
Location: England
Posts: 632 |
Firepower Balance probably.
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12-22-2001 07:04 PM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
There's no point putting the majority of your firepower on the weakest section of your ship because then you would either never use it or you would present your weakest facing towards the enemy. It is for this reason that I refuse to believe that the aft weapons are both more numerous and can fire at the same rate as the front weapons. Both cannot be true at the same time.
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12-22-2001 10:55 PM |
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Zeronet
Hannibal
Registered: Feb 2001
Location: England
Posts: 632 |
He spoke only of Beam weapons. Perhaps the back has more beams but overall the frontal section has more firepower.
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12-22-2001 11:18 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
Front:
2 heavy pulses
2 X-rays
Aft:
4 heavy pulses
4 light X-rays
Aft should have lighter version of heavy pulses, but because of limitations of weapons.tbl we can't do every possible weapon.
Light X-ray is included because it is also used on Midwinters and possibly several other ships as well.
Aft weapons have more limited arc of fire anyways.
Don't complain, we know what is should be. We try to make all ships like they are in the show, B5 realistic and balanced.
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12-22-2001 11:36 PM |
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zoobafoo
Murdock
Registered: Jul 2001
Location: Z'ha'dum
Posts: 186 |
I just remembered someting, this pic made me think of it

In the episode "Messages from Earth" , when the omega has the whitestar trapped in the atmosphere, on the whitestars' screen the omega is upside down, but when they show it the omega its rightsideup, anyone else notice that. BTW sweet pics!!!!
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Last edited by zoobafoo on 12-23-2001 at 05:00 AM
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12-23-2001 04:59 AM |
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Ranger1
Murdock
Registered: Mar 2001
Location: Charlottesville, VA, USA
Posts: 169 |
Just a thought about the weapons. What are you planning for the little pods on the omega? Will they be a light pulse weapon like seen on the show? I mean in "No Surrender, No Retreat" we see the aft pulses firing almost as fast as the pods and cut that fighter wing to pieces. Why not make the pods and aft pulses the same weapon? It doens't give the omega a lot of firepower in the back but it doesn't leave it unprotected. Too me that seems like a good solution and it doesn't take up any more of the .tbl files.
Almost forgot this. Also watching "Sever Dreams" the other day I noticed beam weapons are not the only upgrade making the Midwinter class. There is also a heavy pulse weapon similar to the Nova's placed on the bow where the main gun is. Are you planning to replace that gun with one of the ones from the Nova?
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Last edited by Ranger1 on 12-23-2001 at 05:47 AM
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12-23-2001 05:21 AM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
I know from the show that the weapons on the Omega can fire both pulses and beams. How will this be handled in game? Can you create two weapon hardpoints at a single coordinate in your modeling program so that you can assign one to be a pulse and one a beam in the ships.tbl or will you be doing something else?
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12-23-2001 05:38 AM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
Ranger1:
Pods are called Phalanx pods, they are short range anti-fighter and anti-missile guns. Trust me, Omega is not unprotected.
Of course there is blind spots, but that's what fighters are for.
Slasher:
Turret is either beam or pulse, not both.
It MAY be possible to have both on same turret but this is also unreliable for some degree. And most importantly, Omega does not need that ability, it is already deadly opponent.
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12-23-2001 10:44 AM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
As far as I know (i.e. from the show and from AoG both support this) the Omega has no missile firing ability whatsoevever. The phalanx pods contain 'standard particle beams' according to AoG which are particle weapons firing in bursts, a bit like pulse weapons (as is seen in Severed Dreams). These weapons are weaker than the Nova weaponry, more like the weaker pulse weapons that TBP team put on the Nova and Hyperion as opposed to their main guns. This also makes sense if they are meant to be anti-fighter turrets and act as interceptor weapons.
Hope this helps 
Oh yeah, as most battles will be scripted, both pulse and beam abilities are not required but bear in mind that this will necessitate two ships.tbl entries. BTW, the heavy pulse weapons seem to be used more as heavy interceptors rather than as offensive weapons most of the time.
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Last edited by Triggy on 12-23-2001 at 04:16 PM
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12-23-2001 04:13 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
quote: Originally posted by Triggy
As far as I know (i.e. from the show and from AoG both support this) the Omega has no missile firing ability whatsoevever. The phalanx pods contain 'standard particle beams' according to AoG which are particle weapons firing in bursts, a bit like pulse weapons (as is seen in Severed Dreams). These weapons are weaker than the Nova weaponry, more like the weaker pulse weapons that TBP team put on the Nova and Hyperion as opposed to their main guns. This also makes sense if they are meant to be anti-fighter turrets and act as interceptor weapons.
Hope this helps 
Oh yeah, as most battles will be scripted, both pulse and beam abilities are not required but bear in mind that this will necessitate two ships.tbl entries. BTW, the heavy pulse weapons seem to be used more as heavy interceptors rather than as offensive weapons most of the time.
You do remember that we can't have interceptors in TBP.
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12-23-2001 04:20 PM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
I know, I was only stating what I have seen in the show and read in the literature.
I might make it an into an interesting project to design a mission with a sequence where some shots are "intercepted" just for effect (using an invisible, invulnerable ship).
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12-23-2001 04:23 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
Pera, perhaps we could use word "interceptors" for turrets that are designed for anti-fighter and/or anti-missile role.
Perhaps they can't fire down incoming shots but that's the only drawback of FS2 engine in this matter, really.
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12-23-2001 04:25 PM |
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Bishop Gantry
Murdock
Registered: May 2001
Location:
Posts: 155 |
We all know why the Omegas have more firepower in the back... thats so they can keep Sharlins away from their tail when they are running away with the tai lbetween their legs....
I DONT SEE ANY NOVAS THERE!!!
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12-23-2001 05:07 PM |
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Ranger1
Murdock
Registered: Mar 2001
Location: Charlottesville, VA, USA
Posts: 169 |
quote: Originally posted by Mr. Fury
Ranger1:
Pods are called Phalanx pods, they are short range anti-fighter and anti-missile guns. Trust me, Omega is not unprotected.
Of course there is blind spots, but that's what fighters are for.
When I meant won't be unprotected I meant from other capships. A group of 4 phalanx guns combined with 2 light x-rays seem like a decent aft defence. Well whatever you guys decide to use should work but to me it just makes more sense to have light pulses like the phalanx or actual phalanx pulses firing from the rear. Oh well I just thought I would throw an idea out there.
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Last edited by Ranger1 on 12-23-2001 at 05:43 PM
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12-23-2001 05:39 PM |
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ShadowBoy
Face
Registered: Nov 2001
Location:
Posts: 118 |
I may be bringing up a point long killed, I don't know. I've seen nothing about it in the FAQ or anything I've read...
You say you can't have interceptors.... But is it possible to make an unguided missile that looks like a pulse shot? See, then you could just tell Freespace 2 to recognize it as a bomb, and it would be able to be shot down.
I know you're dealing with all kinds of limitations, especially the .tbl space limits, but it was just an idea.
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12-23-2001 05:48 PM |
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