From: bwoodall@bilbo.qualcomm.com (Bill Woodall)
Newsgroups: rec.games.xtank.play
Subject: Re: acid sprayers
Keywords: acid, ramming, close-in
Date: 28 Jul 92 21:20:53 GMT
Reply-To: bwoodall@bilbo.qualcomm.com (Bill Woodall)
Distribution: usa
Organization: Qualcomm Eng. Dept.

In article <ratner.712266106@ficus.cs.ucla.edu>, ratner@ficus.cs.ucla.edu (David
Ratner) writes:
|> I usually play with a fast, ramming design with 6 acid sprayers.
|> My top speed is 28, and if you get a full ram, it does _lots_ of damage!
|> Then you can finish him off with the 6 acid sprayers.  Design is below.
|> But I post this question for discussion - does anyone else think 
|> acid sprayers are too strong?  They generate no heat and do 6 points of
|> damage.  For close-range fighting, it seems to be second to none, and
|> if you try a long-range fighting vehicle, you must add lots of heat-sinks
|> to avoid the massive heat buildup (and of course the heat-sinks take
|> space!).
|> In addition, a long-range vehicle must spend $$ making sure it has good
|> speed, good acceleration, and good mobility, so a short-range acid-sprayer
|> cannot close the gap.
|> 

	We too realized that the acid sprayers are too powerful for what they
	are (acid more powerful than a rocket or mine -  not around here), and
	also awhile back someone had put forth his updates to the weapons-defs
	file to balance some things out (since then I lost the printout and the
	mail so here is our weapons-def.h file for those interested).

/*****************************************************************************\
* weapon-defs.h - part of XTank						      *
\*****************************************************************************/
/* sym       type               dam rng ammo tm spd  wgt  spc  fr  ht  a$
cost*/
QQ(LMG,    "Light Machine Gun",  2, 374, 300, 2, 17,  20, 200, 22, 0,  1, 
1000)
QQ(MG,     "Machine Gun",        3, 374, 250, 3, 17,  50, 225, 22, 1,  2, 
2200)
QQ(HMG,    "Heavy Machine Gun",  4, 374, 200, 3, 17, 100, 250, 22, 2,  3, 
3000)

QQ(LRIFLE, "Light Pulse Rifle",  2, 480, 250, 4, 30,  50, 200, 16, 2,  1, 
1500)
QQ(RIFLE,  "Pulse Rifle",        3, 480, 225, 4, 30, 125, 225, 16, 3,  2, 
3300)
QQ(HRIFLE, "Heavy Pulse Rifle",  4, 480, 200, 4, 30, 300, 250, 16, 4,  3, 
4500)

QQ(LCANNON,"Light Autocannon",   3, 418, 250, 3, 22, 200, 300, 19, 3,  4, 
3000)
QQ(CANNON, "Autocannon",         4, 418, 225, 3, 22, 300, 350, 19, 4,  5, 
6000)
QQ(HCANNON,"Heavy Autocannon",   5, 418, 200, 3, 22, 500, 400, 19, 5,  6,
10000)

QQ(LROCKET,"Light Rkt Launcher", 6, 625, 150, 7, 25, 600, 800, 25, 4,  8, 
7000)
QQ(ROCKET, "Rkt Launcher",       8, 625, 125, 7, 25, 900,1200, 25, 6, 10,
10000)
QQ(HROCKET,"Heavy Rkt Launcher",10, 625, 100, 7, 25, 900,1600, 25, 8, 12,
15000)

QQ(ACID,   "Acid Sprayer",       4, 170, 100, 3, 10, 300, 500, 17, 0, 10, 
3000)
QQ(FLAME,  "Flame Thrower",      3, 255, 300, 1, 15, 500, 500, 17, 1,  2, 
4000)

QQ(MINE,   "Mine Layer",         6,  50,  50, 2, 10,1000,1000, 70, 2, 10, 
8000)
QQ(SEEKER, "Heat Seeker",        8,1275,  15,15, 25,1000,1800, 51, 9, 50,
20000)
QQ(SLICK,  "Oil Slick",          0,  50,  50, 5, 10, 300, 500, 70, 0, 10, 
2000)

QQ(PROCKET,"Pocket Rocket",     12,1050,  30, 8, 35, 900,1650, 30,10, 23,
17000)
QQ(UMISSLE,"Unguided Missle",   10,1995,  30, 8, 35,1000,1800, 57,10, 25,
18000)

/* Note that weapons you don't want chosen by an outpost must be after SEEKER
*/
QQ(HARM,   "HARM",               8,2000,  15,15, 25,1000,1800, 80, 0,150,
30000)

/* If it is to show up in the vdesign menus, it must be before Disc Shooter */
#define BIG ((int) ((unsigned)(~0) >> 1))
QQ(DISC,   "Disc Shooter",      0, BIG,   1,BIG, 0,   0,   0,BIG, 0,  0,     0)
#undef BIG



-- 
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Newsgroups: rec.games.xtank.play