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Re: SE V: Unique Abilities And Ideas
@SpecterOfDeath: I will need to read your post over when I am a little less worn out (long day and all); however, most of what you asked about can be done. Such as the sensor range is very easy to mod.
@ SJ: I had no idea this was such a stickler for you (/end rant of the day). You say specialized designs will emerge than fine. You don’t think the idea of this mod is a good one because it is an “iron-fist” approach than that’s cool to. I think it’s a fine idea with lots of potential. So lets agree to disagree and move on. @Atrocities: I am open to fielding ideas and laying the ground work for you to review if you like. My TC isn’t going anywhere until Aaron does something about the generational components. |
Re: SE V: Unique Abilities And Ideas
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On the subject of Unit Specialization, Weapons, and Cloaking...
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http://www.projectrho.com/rocket/ http://ourworld.compuserve.com/homep...spaceguide.htm |
Re: SE V: Unique Abilities And Ideas
Nothing to do with the mod, just that you've got a fancy design screen available... why not use it to its full potential rather than going towards mostly predefined "tokens".
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Re: SE V: Unique Abilities And Ideas
Well.....I'll just say this, I would support a mod like this. Obviously there are others as well. Just as obvious is that some people DON'T support the idea. Which is fine. To each their own and all that. It's not like anybody said SEVI was going to be that way, we're just talking about a mod to SEV to allow the players who WANT to play this way, this way. AFAIK nobody talked about this being added into the Balance mod or anything, just a seperate, stand alone mod. In reality we don't even need this to be a mod, someone could just figure out how to do it and paste a "what to do" list to make it work for the ones who want to use.
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Re: SE V: Unique Abilities And Ideas
@SJ: Sorry but I didn’t get that at all? Was that meant for me?
@SpectarofDeath: Man I have got to come up with something shorter for you. Typing out your name is like typing mine out! Nutz! Do you have a preference? Anyway I don’t think SJ was saying making the mod was a dumb or pointless idea. He was just arguing that optimal fighter designs in each category will surface. While I don’t agree and feel a middle of the road design will come to dominate, everything is still good. I respect his opinion and feel enriched for having read it. I’m sure he will agree that he too took something positive out of this. Now as for the mod Atrocities and I have spoken a little by PM and he has expressed an interest but lacks the time to dedicate right now. Did I get that right Atrocities? Anyway I am interested in this and have even gone so far as jotting down a few short notes focused on ship classes and what role they may best serve. Kana has posted this excellent graph which would create a wide range of flexibility, maybe even outside the scope of a mod like this. I would envision his graph best applied to one or two limited hull sizes and those few would be specialty classes. If another person is willing to head up this mod; with Atrocities blessings of course, I would certainly be willing to work on it. Currently I have another project underway and fear getting into this as a solo project. |
Re: SE V: Unique Abilities And Ideas
The empirical evidence in CBmod does show that you *can* make the specialized designs come to dominate... but its not nessesarily easy.
The important point is that you have to set up the underlying physics carefully; all the roles have to be of roughly equal importance. (Focus on balancing point defense, leaky PD too, in order to keep missiles fighters and ships all useful throughout the game.) The weapons that are good for one should be mostly incompatible with use in the other roles. Not only the weapons, but engines, and defenses too. It helps to allow things to take up huge amounts of space. A good anti-ship weapon could take up 80% of a fighter, naturally leaving you with a slow, lightly armored bomber design. The best anti-missile weapons could be short ranged, thus requiring powerful engines to intercept successfully. Engines taking up half the space on your fighter, plus the guns, leaves little armor. And if you want a fighter that can stand up to return fire, you'll need moderate guns and a moderate engine, giving you a dogfighter. In SE5, you have the additional dimension of shot speed to play with, but you lose the weapon-stacking mechanism. Its not easy, but IMO, it is worth it. PS: Would you like to play a game of CBmod to see the theory in action? |
Re: SE V: Unique Abilities And Ideas
SJ I just realized we are talking apples and oranges here. Your observations are based on MP and mine on Solo. From each of our respective POV’s we are correct. Thanks for the offer but I don’t play online games, never have, given it some thought but haven’t been persuaded yet.
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Re: SE V: Unique Abilities And Ideas
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Re: SE V: Unique Abilities And Ideas
Spec or Spectar is fine, it's what other ppl use.
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