Realtime Autocannons
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twouters
This patch adapts autocannons from the turn-based FASA rules and modifies them to more accurately
reflect their functionality in a realtime adaptation of the game.
Rather than behaving as a missile weapon with random multiple strikes once per turn, Autocannons in
Ultra, Rotary or Rapidfire mode now recycle at a rate commensurate to the weapon's setting, Ultra twice
as quickly, Rotary-Fourshot four times as quickly etc.
Realtime Autocannon source
Realtime Autocannon source
Realtime Autocannon source
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A comment I have is...
Does this realtime autocannon firing incur the rolls that are
required when a weapon is in ultra/rotary mode?
I haven't looked at the code to see this. Also...what happens
if I have an uac on ultra, but don't fire during the second
timeframe? do I still incur penalty?
Just questions out of the air.
jason
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The rolls associated with failures(jamming/exploding) are
still made. The penalties such as extra heat and
ammunition consumption are no longer explicitly handled
but rather are inherent penalties of firing the weapon twice
as often. If you choose not to fire as quickly as possible
there are no penalties. The weapon merely cycles to a
ready state more quickly in ultra/rotary/rapidfire mode.
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Yo,
Can we make the optional rules @adminable? IE, put a flag
that can be toggled using an @admin or config file setting.
That way Thomas, Martin or I can incorporate the code into
the base project without it becoming a non-optional thing...
Then again, I guess I could do that upon incorporating... :)
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Making them optional is on the to-do list. Probably will be in the form of a config file variable since I know how to
do that.
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I might also add that something needs to be done with XP
gain or I have a feeling people would rack it up with
something like this. I'm not too familiar with the XP code on
the base distribution, so this may not be an issue.