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docs for PDS
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| liangjz |
Posted on 19-01-2006 04:00
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Posts: 3 Joined: January 18 2006 |
Ok. I just started plaing PDS a little yesterday and today(I got Homeworld about a week ago) and I feel a bit confused. So far, I've read the Gameplay Guide and the FAQ, but all of them seem to already assume some degree of understanding of PDS. Is there some intro doc somehwere I can read to find out stuff like what the different weapons mean and do, how defense works, and why my fighter to fighter engagements seem to take forever? |
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| TelQuessir |
Posted on 19-01-2006 07:50
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Posts: 2598 Joined: August 30 2005 |
Where there is interest, there is documentation. Now that you mention it, there shall be ![]() |
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| Devolved |
Posted on 19-01-2006 11:00
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Posts: 10 Joined: January 18 2006 |
I am also new to the PDSverse. I am requesting gameplay information and PDS 'fluff' ie. roleplay material. I have read the FAQ that is here and i must say it is woefully inadequate... I would like to volunteer to update and expand it. If i am allowed to help with the FAQ, then i have a bunch of newbcentric questions, but i will wait to see what info you provide first Tel. Thank you for any info. And i look forward to contributing to this endeavor. |
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| TelQuessir |
Posted on 19-01-2006 22:30
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Posts: 2598 Joined: August 30 2005 |
Hm. You don't need me to write that FAQ stuff. You start and I'll gladly deploy it. I have more pressing RL and 'net interests to pursue at this time. |
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| Inert |
Posted on 19-01-2006 23:20
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Posts: 388 Joined: September 08 2005 |
There already is, though it is outdated by one generation. http://files.filefront.com/PDS_v61_Hiigaran_Navy_Manual/;3949465;;/fileinfo.html It is the HW reference manual. |
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| Devolved |
Posted on 20-01-2006 01:08
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Posts: 10 Joined: January 18 2006 |
I have read the manual, but as you said its from ver 6.*. Besides that it doesnt define gameplay mechanics much, even though gameplay mechanics probly havent changed that much since then. Well, as i said i am a newb, just DL'ed 7.0 about a week ago. Still i have managed to come across some threads that i feel are FAQ worthy. Beyond that there are still many questions i have that i, as a newb, dont have a clue about. Im going to be putting together the questions and post them, but i will depend on Vets to answer them. I will also compile the info i found by forum-lurking. Probably this will be the first part i submit to Tel, as i can do it on my own time and dont have to wait for replies. Of course, i will be giving credits to those that help with answers and to the writers that i pull from the forums. |
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| Inert |
Posted on 20-01-2006 02:36
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Posts: 388 Joined: September 08 2005 |
Probably best to just let it out in the open for everyone else to take a look too, but if Tel wants to personally review it... *shrug* |
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| Devolved |
Posted on 20-01-2006 05:23
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Posts: 10 Joined: January 18 2006 |
O.. i think you misunderstand me. The only reason i would submit it to him first is because im not sure if the website uses a different formatting language than the Forums, ie does bolding work the same or HTML linking. If it was different then i would rather just do it once in Word or something. It would actually be better to have more than 1 person look it over anyway. The other part is just me listing questions and asking for answers. That part of course would be on the forums by neccessity. Now you owe me at least 2 answered questions when i start spamming newb questions :beer: |
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| Inert |
Posted on 20-01-2006 23:26
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Posts: 388 Joined: September 08 2005 |
Well just write it in Microsoft Word and attach the file onto the post, then, in .zip format. It's right above the "post reply" button. |
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| Devolved |
Posted on 28-01-2006 01:23
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Posts: 10 Joined: January 18 2006 |
Hello again all, i got so immersed in a Port of Nalthor discussion regarding Hyperspace that i began the process of teaching myself the basics of String theory. The rest of my computer time was spent actually playing PDS. Love that legacy mappack:yes:. Anyways heres the start of the F.A.Q.questions. In HW2 there are a few move and attack commands. I need to understand how these commands affect the secondary armaments of PDS ships. I need to know exact effects of each type of command. Also, what are the benefits of each type as you see it? 'Green line' or normal Move. As far as i know, this type of movement leaves all weapon systems active. The ship will attack all threats that come into range. Although , it wont deviate from course to pursue threats that leave its range. Waypointing. Basically a string of 'greenline' movements. It retains the same attack routines as it moves between points in space. It is specifically recommended as a PDSverse gameplay tactic. Although from my gametime it doesnt seem to have any special PDSverse tactical usefulness. Ie., i use it to move a ship around another area without having it pursue any enemies. All secondary weapons remain active. Basically, the same thing i would do in stock HW2. Move and Attack. I never use this one. i had to fire up HW2 to see what it does at a superficial level. Need help with this one. Hmmm, i tried this one out some, i dont understand its use at all. Bandbox Attack. This is the PDSverse version of direct attack. It leaves all secondary defensive systems active while the ship will direct its main weapons on the selected target. Also, the ship will automatically attack any threat that comes into range, but wont deviate from an intercept course with its assigned target. You can also use this type of attack to commit subsystems attack runs, but you have to zoom in on the target subsystem. To BandBox hold down the CTRL key and drag the mouse over whatever it is you want to attack. My favorite of all. Combined with the greenline movement that i use to have the ship exit from a furballed dogfight. I would then use a Bandbox attack to have them all attack a single target. I do this because ships seem to do much less damage when they get all furballed. But they output huge amounts of damage when they slash in. You can also just bandbox attack enemies at different ends of the battlespace. I would suggest that you only select one target at a time for more concentrated firepower. But selecting 2 weakened ships is also viable, imho. Any ship can do a subsystem attack right? I ask because i think i only hear confirmation chatter from the strikecraft. The Al-Khalid's engines are currently untargetable in v7.0, so you wont be able to disable them. Direct Attack. This type of command disables the secondary defensive systems and trains the main weaponry to only fire at the selected. I list this one only for completeness, it obviously isnt a good choice. It leaves the ship open to missile attacks. I think it might shutdown other defensive systems like HDS/LDS also, not sure though. *********** Does OSP have any functional differences from regular availibilty of ships? As i understand the FAQ, it basically boils down to it taking longer to arrive, is that correct? *********** Do you think i should make a ship construction list? Ie, what needs to be constructed to allow a ship to be built? Ive noticed some ingame errors in the prerequisites. *********** Which ships are equipped with a cloaking device? The only one ive found is the Sobani witchhunter. *********** What effect do the different colored spheres have? I have noted Green, Red, and White spheres. What are their exact effects? *********** What are 'Modular weapons systems' Hardpoints? If you knock that out do you disable the targets ability to fire all weapons? *********** How does the automatic fighter repair(rearm?) script work? When do they decide its time to repair, and how far from the carrier is this effect active? Edited by Devolved on 28-01-2006 15:15 |
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| jigga_what |
Posted on 28-01-2006 06:31
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Posts: 28 Joined: January 15 2006 |
how do you "bandbox attack"? you don't say... |
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| Devolved |
Posted on 28-01-2006 08:02
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Posts: 10 Joined: January 18 2006 |
Quote jigga_what wrote: how do you "bandbox attack"? you don't say... See, already helping someone :wink: BandBoxing is done by holding down the CTRL key and dragging the mouse over whatever it is you want to attack. |
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| Sun Tzu |
Posted on 28-01-2006 12:51
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Posts: 528 Joined: September 08 2005 |
Re move and attack: use this to move your ship while letting him pursue its attack. For example, a DD will slide to its new position while keeping a broadside all-weapons-firing angle towards its target. How could you play without it? O.O |
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| Devolved |
Posted on 28-01-2006 15:33
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Posts: 10 Joined: January 18 2006 |
Quote Sun Tzu wrote: Re move and attack: use this to move your ship while letting him pursue its attack. For example, a DD will slide to its new position while keeping a broadside all-weapons-firing angle towards its target. How could you play without it? O.O HAH! If you had just read the FAQ, your only "attack" option is F4. It recommends that you then just wait for it to start shooting at enemies that come into range. Now, if your really dedicated you can read the 6.1 manual and find out about waypointing in PDS. It mentions redline attack...but its somewhat unclear. Now imagine playing with only these two controls(F4 and move) and you have a picture of how i played PDS for a week. It sucked. I havent played HW2 in awhile so the other methods didnt really come to mind. Besides in stock you really dont need to use anything other than the basic attack and shoot commands. The FAQ really needs work. I will integrate your answer into what i have so far. Thanx Sun! Edited by Devolved on 28-01-2006 15:34 |
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| Inert |
Posted on 29-01-2006 00:01
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Posts: 388 Joined: September 08 2005 |
Waypointing is used to open up secondary fire systems such as anti-missile defenses. Under a "direct attacK" (i.e. right click on enemy) it will not engage missiles. |
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| TelQuessir |
Posted on 30-01-2006 03:48
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Posts: 2598 Joined: August 30 2005 |
Applications for waypointing: Strafing attacks with cruisers and frigates vs slower targets. LiirHra class functions best this way. Counter-missile evasion (especially important in NGCS on the EF Washington class - less important in PDS due to small scale battlespace and integral defense shields) Dogleg navigation Screening battle line with corvettes and frigates, using fighter defense shields offensively to block missile attacks etc. Click-attack: Precise targeting on individual ships and subsystems Move-attack: Reorient capital ship without changing its target (Attack style dependant) Outmaneuver opponent in capital ship combat Bandbox: Mass ordering of units (capslock, bandbox entire screen) to engage whatever targets are optimal to them, and prevent excessive battlespace clutter by spreading out firepower (Note - I don't care about effectiveness in this item, oversaturation in RL leads to collision hazards and other undesirable factors) Engage certain targets in enemy formation to concentrate firepower, ie, have heavy fighters exclusively engage enemy fighter screen. Edited by TelQuessir on 30-01-2006 03:49 |
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| Sun Tzu |
Posted on 30-01-2006 18:45
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Posts: 528 Joined: September 08 2005 |
Quote What effect do the different colored spheres have? I have noted Green, Red, and White spheres. What are their exact effects? Multiplier and ability ranges. I don't think PDS changed the Vanilla colour code: Quote -- Ability Modifiers -------------------------------------------------- Abilities = { -- special case (hopefully this works here... ) HyperspaceInhibitor ={colour = {1,0,.7,1}, -- purple}, Hyperspace = {colour = {1,0,1,1}, -- purple}, Cloak = {colour = {1,1,1,1}, -- white}, DefenseField = {colour = {0,1,1,1}, -- cyan}, } -- Mulitplier Modifiers ----------------------------------------------- Multipliers = { SensorDistortion = {colour = {1,1,1,1}, -- white}, WeaponAccuracy ={colour = {0,1,0,1}, -- green}, WeaponDamage = {colour = {1,0,0,1}, -- red }, Speed = {colour = {1,1,1,1}, -- white (on planet killer and balcora gate)}, } Edited by Sun Tzu on 30-01-2006 18:49 |
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| TelQuessir |
Posted on 31-01-2006 04:35
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Posts: 2598 Joined: August 30 2005 |
Command ships and shipyards provide a fire control bonus to ships within a 20km range in PDS7, simulating the effect of net-centric cohesion and a superior officer's influence in battle coordination. A number of ships also have internal ECM which grants them anything from 20% to 80% (depending on ECM capability) masking vs enemy sensors - that means without an enemy command ship or something with wide-area surveillance/ELINT capability they can slip past enemy pickets and use their speed to hit where it hurts most. In other words this is your "cloaking" and this modelling of electronics warfare -has- to be documented. I'll write something proper and complete for this for the guide if there is interest. NGCS is one place to have a realistically detailed modelling of sensor signatures vs detection capability to allow for differentiation between conventional, full stealth and partial stealth craft, and the full effects and capabilities of EW. |
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| zzzztz |
Posted on 02-03-2006 23:58
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Posts: 9 Joined: March 02 2006 |
i think more docs would be helpful, not just new game play related changes, but ship details for vagyr as well. and i think a list for abbreviations will be very useful. HVM, SRAM, BBHX... what do they mean |
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| Itharu |
Posted on 03-03-2006 01:29
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Posts: 363 Joined: September 23 2005 |
Quote zzzztz wrote: i think more docs would be helpful, not just new game play related changes, but ship details for vagyr as well. and i think a list for abbreviations will be very useful. HVM, SRAM, BBHX... what do they mean Oh those are in one of the Docs file, not to mention that PDS has a Wikipedia entry being updated with such information. It is all there, you just need to look a little deeper. -Fear the Might of the Imperial Cortharian Fleet
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