Kamikaze Attacks

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
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Alexander Seil
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Kamikaze Attacks

Post by Alexander Seil »

I'm here in the dark concerning calculation of damage from "projectiles" that are in fact ships and whether speed plays a role into it. The matter is, sometimes I find that it's more convenient to ram the enemy cap ship that's shooting at me than to simply try to evade it (if I know that I'm going to die). What interests me is the damage I could do that way versus whatever damage I can inflict using my pulse cannons for another 15 or 20 seconds more.
TexMurphy
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RE: Kamikaze Attacks

Post by TexMurphy »

Crashing your fighter into the launch bay of a carrier... >=)
Pheagey
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RE: Kamikaze Attacks

Post by Pheagey »

if your a cap ship just get REALLY close to enemy. Like bumping into them. Dont ram them (u'll see why). Just stay close and when u explode the enemy will be close to your ships slash damage. If you ram them theres a chance you'll get reallt damaged but bounce off, thus there will be distance between you two when u go up in that nice ball of flames.
blaa.
MishimaYukio
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RE: Kamikaze Attacks

Post by MishimaYukio »

another idea if you are in a fighter, go for the launch bays, if you are lucky you can hit a fighter as its launching, if not you might prevent launching for a minutes or 2 (or longer)
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DamoclesX
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RE: Kamikaze Attacks

Post by DamoclesX »

or you could go home.. and live to fight another day:)
Jason Blaz
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MishimaYukio
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RE: Kamikaze Attacks

Post by MishimaYukio »

ah, i was thinking more along the lines of MP combat XD
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DamoclesX
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RE: Kamikaze Attacks

Post by DamoclesX »

ah

I dont know how it works in mp I have not had the chance to really try it yet
Jason Blaz
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Alexander Seil
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RE: Kamikaze Attacks

Post by Alexander Seil »

I like the idea about the bays [:D], plus I might just create a second player persona to run a couple of tests in the campaign to see how much damage a fighter can do if it crashes into a cap ship. I didn't realize there was any splash damage from explosions though...I'll have to keep that in mind [:)]
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TheDeadlyShoe
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RE: Kamikaze Attacks

Post by TheDeadlyShoe »

Side note: You can skip shielding by flying into a carrier's launch bay...Risky, though, esp if it moves.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
iconoclast107
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RE: Kamikaze Attacks

Post by iconoclast107 »

Does anybody know splash damage range of a carrier? I go into the docking bay of the carriers and just blast them til it's at 00 health. Then try and afterburner straight out, hit M to keep my inertia going and then spin around to finish it with a couple shots. If it's more than 12 km or whatever cannon range is i'll just have to start carrying a spare ASM.
I like guns. Yeah, that is the best I can come up with...
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TheDeadlyShoe
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RE: Kamikaze Attacks

Post by TheDeadlyShoe »

You could always just return to your carrier and come back with more missiles. [:'(]

I'm not sure on the kill-radius. Splash range defaults to something or another based on integrity, but it can also be manually defined.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
Mehrunes
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RE: Kamikaze Attacks

Post by Mehrunes »

I think it's 6 times the radius of the ship by default, and it does 50% of the ship's maximum hull value at it's origin and drops linearly to zero at the edge.
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