Difference between revisions of "Armoury OXP"
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An experimental missile which causes synchronised resonance with the targets witchspace engines, inducing a short-range and uncontrolled witchspace hop. This will displace the target ship, but leave it otherwise undamaged. Requires the target to be jump-capable and to have some fuel supply available to power the jump. |
An experimental missile which causes synchronised resonance with the targets witchspace engines, inducing a short-range and uncontrolled witchspace hop. This will displace the target ship, but leave it otherwise undamaged. Requires the target to be jump-capable and to have some fuel supply available to power the jump. |
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+ | * '''Interdictor Mine:''' |
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+ | <Classified> |
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+ | * '''Screamer Mine:''' |
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+ | An anti-Thargoid armoured mine, which induces nausia and disorientation in their neurological pathways at a range of up to 25km. As a result when launched and activated it tends to induce them to forget their current target and attack it, drawing fire and creating a useful diversion. |
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==Requirements== |
==Requirements== |
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This OXP requires Oolite v1.74. The Anti-Missile System requires the [[Missile_Analyser|Missile Analyser OXP]]. |
This OXP requires Oolite v1.74. The Anti-Missile System requires the [[Missile_Analyser|Missile Analyser OXP]]. |
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==Download== |
==Download== |
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− | [http://www.boxcn.net/shared/eo27ygzg5n '''Armoury v1. |
+ | [http://www.boxcn.net/shared/eo27ygzg5n '''Armoury v1.03'''] can be downloaded from Box.Net by clicking on the link. |
==Links== |
==Links== |
Revision as of 19:17, 6 July 2010
Contents
Overview
This is a new meta-OXP containing the following of my older OXPs:
It supercedes and updates those OXPs. If you have any of them installed, please remove them and install Armoury instead.
In addition the following new items are included in the Armoury OXP:
- New Bombs:
After the discussions concerning the trunk energy bomb (and it's impending removal), I thought it may be worth playing around with a few new bombs which could be used as replacements. All are pylon mounted due to the current limitations on keyboard triggering of OXP equipment, and all can also be carried by NPCs (currently with low probability and Uni bomb set not to be an instant-killer for the player ship).
- Buzz bomb - the base version of the weaponry. Consists of a special energy emitter mounted on the pylon and linked to the ships energy banks. On triggering it sets off an EMP (electromagnetic pulse) through the ships shield emitters. The energy drained from the ships energy banks is amplified and transmitted, causing damage to any powered ship in scanner range (cargo pods and asteroids are unaffected). Damage inflicted depends on proximity to the bomb and the energy supplied to the emitter (which is destroyed in the process of firing). Failsafes are included to prevent the bomb causing damage to the carrier ship itself, and also to ensure that at least one full energy bank is left after detonation (the bomb has a small built-in energy reserve of its own which is added to the energy drawn from the ship if available). Due to technological differences these bombs have been reported to be less effective against alien technology.
- Bug bomb - a variant on the buzz bomb, tuned especially to be damaging to alien technology, at the expense of some potency against normal targets.
- Stun bomb - another variant, tuned to affect ships systems, especially flight control and pilot interfacing. In practice tends to leave the target ship helplessly spinning in space for a short period of time. When used against a player craft it causes the ship to tumble into a new random orientation.
- Uni bomb - the final variant, tuned to resonance with the active Quirium in the targets engines and energy systems. In practice this tends to overload them and cause catastrophic and explosive failure. To prevent a negative impact to the gaming experience, when used against the player this bomb just causes severe energy loss.
- Missile Machine:
A special system mounted in the ships cargo hold, with an auto-mount feed system to one of the ships weapon pylons. When fed 1 ton of radioactives and 1 ton of alloys from your cargo hold plus a little ships fuel, in a short time the machine can produce up to three standard-grade missiles. The optional addition of 1 ton of computers (if they are available the machine will use them) allows better and more complex control circuitry making the missiles hardened against ECM.
Production can go on as long as there is suitable cargo in the ships hold and pylons available to accept the missiles (if there are less than three available less missiles will be produced). The only time production is not possible is when docked for maintenance crew safety.
- Displacer Missile:
An experimental missile which causes synchronised resonance with the targets witchspace engines, inducing a short-range and uncontrolled witchspace hop. This will displace the target ship, but leave it otherwise undamaged. Requires the target to be jump-capable and to have some fuel supply available to power the jump.
- Interdictor Mine:
<Classified>
- Screamer Mine:
An anti-Thargoid armoured mine, which induces nausia and disorientation in their neurological pathways at a range of up to 25km. As a result when launched and activated it tends to induce them to forget their current target and attack it, drawing fire and creating a useful diversion.
Requirements
This OXP requires Oolite v1.74. The Anti-Missile System requires the Missile Analyser OXP.
Download
Armoury v1.03 can be downloaded from Box.Net by clicking on the link.