george moromisato wrote:
A couple of other thoughts:
1. There is one other instance of temporary device damage: the Steel slaver's cyberattack disables all weapons temporarily. Perhaps this should be changed to a cyberattack that ionizes all weapons. [This would still allow weapons to fire, but with large chance of misfire, etc.]
This is both a serious nerf to Steel slavers and counter intuitive. It would seem easier to hack a ship's computer in such a way as to prevent fire commands than to hack it in such a way as to cause weapons to damage themselves.
george moromisato wrote:
A couple of other thoughts:
1. There is one other instance of temporary device damage: the Steel slaver's cyberattack disables all weapons temporarily. Perhaps this should be changed to a cyberattack that ionizes all weapons. [This would still allow weapons to fire, but with large chance of misfire, etc.]
This is both a serious nerf to Steel slavers and counter intuitive. It would seem easier to hack a ship's computer in such a way as to prevent fire commands than to hack it in such a way as to cause weapons to damage themselves.
It would, though, make sense for Earth slavers.
I think it would make the most sense as a physical weapon... (on the earth slavers)
george moromisato wrote:
A couple of other thoughts:
1. There is one other instance of temporary device damage: the Steel slaver's cyberattack disables all weapons temporarily. Perhaps this should be changed to a cyberattack that ionizes all weapons. [This would still allow weapons to fire, but with large chance of misfire, etc.]
This is both a serious nerf to Steel slavers and counter intuitive. It would seem easier to hack a ship's computer in such a way as to prevent fire commands than to hack it in such a way as to cause weapons to damage themselves.
It would, though, make sense for Earth slavers.
I think it would make the most sense as a physical weapon... (on the earth slavers)
In theory, it is more likely a physical weapon would cause physical damage to another weapon (or device). With that reasoning, the Cyperattack should infact be only a "hack" and disable the weapon as mentioned above, while an attack that damages a weapon should be from a physical attack (which could be interpreted to mean ion and EMP)
I dunno, some of those energy weapons could probably experience some nasty misfires/meltdowns/side effects/etc. if the complex fire control computers were busy calculating pi or somesuch. Missiles might mistarget or explode in the tubes too...
Actually, that would be funny! <Stilletto turns arround and starts chasing you>
...Maybe anything more primitive than a Morningstar (non-energy, no tracking, no frags, low level, or maybe with a "primitive" tag?) shouldn't be affected? I could see having the cyberattacks more common and keeping an arbalest or partisan around for the slavers...
Particle beams of all sorts are not that complicated. Nor are nuclear weapons. They don't need computers at all, and certainly don't need soft coded computers. Most non-seekers can get by with a simple clock circuit and counter(s) with no programmability.
The Sung would need a completely separate cyberdeck for every weapon manufacturer. Probably several per manufacturer for weapons of differing age, and most weapons still wouldn't be effected. Possibly more than there are weapon types in the game to deal with different degrees of firmware patching. Doing things that way would wind up with a cyberdeck that basically only works on tracking weapons.
I'd just like to mention something: damaging weapons can have some considerably stronger impact if we look at enhanced weapons. Someone who has patiently hoarded those +10% boosters and longzhus and invested them in a single weapon can have all his effort nullified by a single disruptor shot (in 1.03).
It can be seen as a balancing mechanic against munchkinized weapons, but carries more psychological impact than, say, having a broken run-of-the-mill device or something.
And this way, those running around with just Ingenuity enhanced weapons/shields/drive/thrusters have a clear advantage they can even make up with another power activation, if they're lucky enough.
There is no vanilla mechanic for repairing devices such as weapon enhancers, point defense devices and solar panels (that's why I messed with longzhu's capabilities in my mod, making it even more like a Dragonball). Only repairs steadily available are those for Makayev/Rasiermesser products at their respective factories.
Regarding Sung Cyberdeck attacks, I like them how they are now as a Citadel or Earth Slaver supported by Steel Slavers make a nice lethal combo.
And if you have a Dwarg colony nearby - the fun never stops (shields down, peaceful constraint and cnidocyst EMP).
Weapon Ionization could be a nice addition instead of CyberDeck Disarm replacement. Too bad we can't get them for the Quantum CPU.
Note: point defense weapons like ICX or Longreach are unaffected by EMP (in 1.03). I think that's OK.
I just had some thoughts I wanted to share on this topic.
1. Let the Venteri toast devices, including major ones like drives and reactors.
2. Make an indestructible, and very expensive, emergency thruster. The one time use, externaly mountable device would provide 30 seconds of high thrust and 1 minute of life support. Just enough to run and hide behind a star or planet.
3. Make it posible to repaire devices in the field using bought items or even savenged parts from similar devices. However such jury rigged devices should not have full functionality, only a pitiful degraded function sufficient to limp back to the nearest drydock for overhauls.
4. For the dedicated Ventari hunters, make some type of surge protector or fuse with which to enhance devices. But let offer protection against only a limitet number of hits, depending on the level of the device. Make its protection random to introduce some anxiety and excitment.