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Re: STM "Final v1.7.5" Discussion
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However, their are a number of components like remote miners, weapons, etc, that don't have the appropriate reduction to structure as expected with leaky armor. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: STM "Final v1.7.5" Discussion
Umm... why would you ever reduce the hit points of other components when implementing leaky armor? They should be left alone! Big bulky components have a high chance of being hit anyways. Normally, leaky armor will have 20 or more hp/kT, so there will be so many more hit points associated with the leaky armor than those other components that the leaky armor gets hit more often. And if you think about it, those sorts of components are primarily on the outside of the hull anyways (remote miners, weapons, engines), so deserve to have a higher chance of getting hit! Leaky armor should not be designed to get hit first nearly all of the time, just a larger portion of the time than "internals." The armor is spread all over the hull, after all, and it is possible to shoot a spot where the armor has already been destroyed.
[ February 09, 2004, 16:13: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
DavidG, make sure to send in the savegame with your password and the data files (just the data folder would suffice) to MM so they can try to get the bug that causes this fixed!
My guess is that they chose the planet as the target, but could not fire, so just got skipped. http://forum.shrapnelgames.com/images/icons/icon8.gif [ February 09, 2004, 20:59: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
Umm...
In general most people don't make armor 20hp/kT!!! Which, btw, is twice the strength of the most advanced shields in this mod. Typically armor is usually 5-10hp/kT and so to make an effective leaky armor system you usually reduce the hp of regular components - standard practice, just ask SJ. Using your suggestion, you'd have craploads of hps that in this case would not be appropriate. I'm not an idiot Fyron and I know how to implement a leaky system. Sheesh. |
Re: STM "Final v1.7.5" Discussion
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All the mods SJ has worked on with leaky armor have normal hit point levels for the other components Kwok. B5 Mod, for example. It has light leaky armor with up to 15 hp/kT. It doesn't have shield generators though, so you do not need it to have quite as many hit points. You are the only person I have ever heard advocating reducing the hit points of lots of other components when making leaky armor! Also, leaky armor _should_ have more hp/kT than shield generators provide shields, otherwise they are extremely weak by comparison! Shields have the advantage of being a single layer that must be gotten through, whereas leaky armor is not a single magic wall. It needs a lot more hit points to remain viable. [ February 09, 2004, 22:25: Message edited by: Imperator Fyron ] |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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Federation Pulse Phasers - Level 3 Energy Stream Weapons Federation Phasers - Level 5 Energy Stream Weapons If they are getting these weapons sooner, then it is a bug and I will address it ASAP. [ February 09, 2004, 23:11: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Regarding leaky armor, I thought we discussed this some time ago and we agreed that the system being used as a good system. IE The armor was working accordingly as planned. I recall getting a few compliments on how it was designed.
When discussion things like armor and SIF's I should point out that we had a lot of issues with the AI. Currently the AI in SE IV simply does not work well with concept ideas such as LA and SIF's. Either it would add more than it was suppose to, or not add it at all. It was a significant pain in the ***. About mounts. Mounts were never really considered for the mod until after I started getting suggestions from players. I think mounts add to a game, and agree that balance is a must. Mounts can be improved, and I will make it a top priority for the next Version of the mod. Ship sizes and costs, those are an on going tweaking process that is both rewarding and disappointing. I have adjusted the cost of the Defian slighty in the latest Version. (1.5.1) Klingon weapons were not the issue in our game Kwok, it was the way I researched. I spent most of my research on WMD's and not enough on pratical weapons. REST ASSURED, the weapons in the next Version are going to be drastically revised! All of them. I am after all only one man, and as much as I enjoy working on this mod, even I need a break. Please continue play testing the mod. The more feed back and suggestion, bugs and quirks that can be addressed between now and the next Version will be the differance between a good mod, and a horrible mod. Right now I would rate the STM as a 3 on a scale of 1 to 10. 10 being excellent, 1 being horrible. 1609 [ February 09, 2004, 23:28: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
Quick suggestion:
Make the pulse phasers available after the regular phasers - after all they're supposed to be more advanced - well sort of. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: STM "Final v1.7.5" Discussion
Second quick point:
You should really talk to UserX about the future of the mod. He has a lot of good ideas and has already done lots of data work. He has told me that he wants to work with on Version 2. So go talk to him! It will help ease your workload on this mod! |
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