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[FAQ
Forum Index » » Developer Feedback » » how about a falloff system for cannons?
 Author how about a falloff system for cannons?
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2006-07-26 17:42   
A falloff system like the CL's but then for cannons..

Particle cannons would be more powerfull at longer range so get close and you pew pew toys are useless.

Railgunn retain theyr effectiveness that is a bit low but has a high hit ratio and uses ammo *big drawback*

Psi cannons are powerfull when close range but the longer the range the more power it looses. *in the true nature of Kluth get close*


well?

/discuss
_________________

- Axi

BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-07-26 21:54   
That makes no sense...
_________________


Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2006-07-27 16:14   
and why not? gimme some more to work with maybe i can improve the initial idea
_________________

- Axi

BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-07-27 16:35   
Other than there's no need, and it potentially nerfs ICC and UGTO... It's just a waste of time to develop... Cannons work perfectly, and it doesn't make any sense to give them falloff... Railguns are just highspeed bolts, no falloff there (they're firing stuff through space, no friction). Particle cannons are kept within a self-sustained electromagnetic field, no falloff there, and psi cannons are just psychic energy... They're the only ones I can see getting a falloff (distance from ship = poor ability to keepa psychic link), and even then, their cannons are short range...

It just makes no sense to do...
_________________


YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2006-07-28 04:10   
Basically, long-range effectiveness is already lower in that it's harder to hit at range.

Interesting idea, though.
_________________


Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2006-07-28 13:18   
currently the fall off code only applies to beam weapons and to add it to ammo based weapons would detract from other more pressing issues
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  Email Tael
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2006-07-28 16:19   
fair enough...

someone gimme a fire to torch this idea so i can go back to the drawing board
_________________

- Axi

Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2006-08-02 15:41   
That's not even falloff... that's more like, uh... fall-on...
_________________


  Email Bobamelius
_x$witchBladex_ [1.480 Fanboy]
Grand Admiral

Joined: February 26, 2003
Posts: 849
From: Upstate New York
Posted: 2006-08-02 22:58   
Still don't see the point in the 3 different cannons since everyone always just uses the strongest one...there really needs to be a difference between all the cannons other than the fact that Pcannons have mor range and rails takeno energy.






[ This Message was edited by: _x$witchBladex_ the Rum Loving Pirate on 2006-08-02 22:59 ]
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* [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."


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