crew-killing weapons?

Is it possible to make a weapon that kills the enemy ship's crew? For instance, a "bioweapon" or "neutron bomb" missile that, upon impact, reduced the enemy ship's crew size by 25%. (The result being that the enemy ship would be easier to capture.)

A quick trip through the EVN bible suggested that you can (a) increase/decrease the PLAYER's crew size or (🆒 improve the player's odds of capturing a ship ... but not any way to directly affect non-player crew sizes. Trying (🆒 would presumably make EVERY ship easier to capture, not just one struck by the weapon...

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Doesn't sound like something the engine can do. I still think Matt should have implemented a scripting system for what happens when you launch a weapon or it hits something, with access to the data structures for the other ships. That would make things like this possible. But with no possibility of an EV4, I guess this isn't realistic. The closest you could get to a bioweapon in EVN would be the "increase capture odds" option. You could tell the player that each of the weapons of that type they buy is used automatically any time you try to board a ship, and then put a ncb in all ships' OnCapture to delete one outf of that weapon from the player's ship. Then it would work a finite amount of times.

-Vaumnou

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You could have an outfit that added to your crew (thereby increasing your odds) and call it some sort of bio-weapon that is used when boarding (your crew, of course, is wearing bio-suits), but that's as close to your original idea as you can get.

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Quote

Originally posted by EVula:
**You could have an outfit that added to your crew (thereby increasing your odds) and call it some sort of bio-weapon that is used when boarding (your crew, of course, is wearing bio-suits), but that's as close to your original idea as you can get.

**

I like that idea. A new twist on an old idea.. Rather than "just some rugged looking marines eager to plunder and loot any ship you send them aboard.."

_bomb

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I think that you don't see many love stories in EV simply because the engine isn't quite geared towards that. What are you going to do, keep meeting your significant other in a bar (or, with Nova, the Outfitter, Shipyard, or Trade Center) and have questions like "Will you go out on a date with me?" | Yes/No | "Great, pick me up on <DST> in a month and we'll have dinner."?
-EVula

You can make your ship have a better probability of capture, by using the marines thing with a negitive value, I think.

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Quote

Originally posted by EVula:
**You could have an outfit that added to your crew (thereby increasing your odds) and call it some sort of bio-weapon that is used when boarding (your crew, of course, is wearing bio-suits), but that's as close to your original idea as you can get.

**

I like this idea as well. You could have a whole range of personal weapon upgrades. Don't just hire new crew, equip them better!

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Quote

Originally posted by mrxak:
I like this idea as well. You could have a whole range of personal weapon upgrades. Don't just hire new crew, equip them better!

Yeah, that would be very cool. You could have outfits that equip your crew with improved blasters, hand gernades, combat drones, heavier armor, personal shield generators... the choices go on and on.

You could also have these outfits available only on particular planets; for example, you could perhaps only get these outfits if you land on the Federation soldier training planet, where you can buy military-grade weapons for your crew.

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I haven't had access to my mac for a couple weeks, but I seem to remember such a weapon in the Polycon TC. Someone take a look at it. There was the Microwave gun but I think that just fried your "electronics".

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The only problem is that there is no percentage modifier for crew size. You can't buy an outfit that doubles your effectiveness. Unless you do some very tricky bitting, and have multiple versions of the same outfits for each crew size in-game, you can only really increase by a constant.

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Quote

Originally posted by mrxak:
**The only problem is that there is no percentage modifier for crew size. You can't buy an outfit that doubles your effectiveness. Unless you do some very tricky bitting, and have multiple versions of the same outfits for each crew size in-game, you can only really increase by a constant.

**

Ya' know, once I was think of making a plugin to do all this. I was going to have all the weapons require trained marines to be aboard your ship for use. Then, since you know the modifier of the marines you could say that these weapons doubles their effectiveness or however much. I was also tinking you could have mercenary marines and marines for each race that could use race/military specific weapons, eg, a heavy blaster for the Feds, bio-armor for the Polaris, etc.

If you want simple weapons that your crew can handle, say in the desc that there are, for example, 10 pistols in the set, and they double the effectiveness of each crew member who carries one, then add ten to crew.

As I said, I thought about this a bit, but I'll never use the idea :frown: 😉

MickyBIs

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Well, once you buy a ship, you can never tell how big your crew is. An idea is to make an outfit that increases your capture odds (like the marines) only have the desc say that it's "heavy weapons" or "stun grenades".

After all, if a soldier is three times as effective, it's like having 3 soldiers, right?

Cheers,
Guapo
(does crew size affect anything like hyperspace travel? I don't remember it having such an effect.)

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Since the player never knows the exact crew of their ship (except the crew of the base ship), then having outfits that simply add a constant do suffice. The descriptions can be ambiguous, and a crew modifier that changes the capture odds (even if the change varies) could be made to fit the descriptions. Besides, do you really expect the average Nova user to be so astute that they pick up on something as small as THAT?

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