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[FAQ
Forum Index » » Developer Feedback » » Torpedo/mine/missile detonation.
 Author Torpedo/mine/missile detonation.
Roger
Fleet Admiral
Sundered Weimeriners


Joined: November 07, 2001
Posts: 105
Posted: 2003-09-16 18:49   
I am thinking detonation needs refinment.

First of all maping of thouse keys should be possible. For examplemy shift is screwed so I can't detonate torpedoes properly.

Second of all detonating torpedoes shouldn't toggle PD (I assume it happens because shift-space toggles the "mode" on all weapons).

Finaly detonation of missiles, mines etc should be more intelligent. Couple of possibilities here.

1) For example if I dotonate torpedo only torpedo or mine closest to current target will blow up and set of all other torpedoes in proximity, say 50gu. So basicly detonation of closest volley.

2) Only projectiles that can damage current target should be detonated. So basicly any projectile that can inflict damage on current target will be detonated. But that could make it a bit too easy.


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JediKnight
Admiral

Joined: April 23, 2002
Posts: 356
From: Jacksonville, FL
Posted: 2003-09-16 18:56   
We need proximity mines

Also... i think they plan to fix the PD bug in next ver.
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  Goto the website of JediKnight
Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2003-09-16 22:05   
i wanna see smart/seeker mines (descent 2 anyone?)

race thru a minefield and theres a bunch of mines following you
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.spaivxx.
Grand Admiral

Joined: November 10, 2002
Posts: 381
Posted: 2003-09-16 22:58   
perhaps a proximity mode for torpedos could be implemented. just have an alternate torp fire button.
i would also like it if weapons could belong to multiiple groups a once.
another cool idea would be the ability to key map various locations so that if you want to jump to sirius you hit the apropriate key and you are lined up to jump to sirius....if this could be done without targeting sirius so that you could actively be firing on a target and telling your ship to jump to sirius simultaneously...all the better.

also....a target speed indicator would rock.....
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2695
From: tsohlacoLocalhost
Posted: 2003-09-17 05:11   
i want shield rotating on the numpad

num 8 front
num 4 left
num 6 right
num 2 rear

and i want to have bindable divises
like ecm to num 7
eccm and scanner to num 9
PD on num del
fire all avalable CL num ins
or other wise other buttons
but i just use the numpad a lot in games

+ the default alpha strike to another key
and make (space): fire all weapons / heavy weapons
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