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Re: Some of my ideas and questions
Components
Needle missles: they are fast nd strong,but expensive and somewhat cumbersome.not realy missles as they arent rops and dont home in. SHips (note ships with an * are subject to a name change and any ideas are accepted same for comps) Bounty hunter cruiser*:a cruiser with an attack bonus as all mercanary ships have Mining vessel:for everyone it is a built in remote mineral miner with mineral storage. Fuel station: a sat with a built in quantem reacotr,no components alowed but a core Agriculture vessel:for nomads only it has a built in organic generation seedy Starbase*:the merc prouction hq Stargate: a sat with built in wormhole open and closers,no extra space but for core. ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
Mining Vessel:
You don't need mineral storage, since whatever is remote mined goes directly to the empire, just like all production. I'm not sure if the storage ability would even increase your empire-wide storage capacity. Fuel Station: I don't believe you can fleet with a sat. And sats already have infinite supplies, just like bases. This would make the fuelstation useless. If you were to use a fighter hull, with no room for engines, you could get what you want. Players will have to beware of launching fighters in the same sector, since they will all form a group with zero movement. |
Re: Some of my ideas and questions
ok i will make it a ship with 5 kt capacity.and since supplys are such an asset for my mod this will come in handy for sure http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
Ships Supply depot:has built in cargo,supply storage ands minerals and all other stuff that needs storage ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
If you want supplies to be a critical resource, I would remove all trace of quantum reactor like effects. Give it a solar supply generation ability of 2500, but not infinite.
Also watch out for bases and fighters (when fighters are launched, they max out the supplies of the group they join. Fleeting with fighters can get you infinite supplies over a few turns) |
Re: Some of my ideas and questions
they are not a critical resource but as i said earlier,between monsters,nomads,pirates,mercs,and gods and the fact that some systems are toataly empty you will need gas stations along the way.
Ships BOmber:bigger fighter more accurate. Assualt carrier:a realy big big carrier Gunship: in between a battlship and battlecruiser,more acurate,and speedier. Scout:slightly smaller then a escort,engine bonus,weapon minus. Warscout:like above but withut the minus weapon thingie. probe:10kt,engine bonus. Marauder:a slightly smaller dreadnough,for pirates. Blackhole ship:for pirates only,highly expensive they probably only will have one.built in weapon bonuses,blackhile maker,quantem reactor,and Planetary assualt cruiser:built in cargo bays,and(is this possible i havent checked my windows cpu is down)a planet hit ratio bonus. Striker:a pirates light cruiser ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Blackhole ship:for pirates only,highly expensive they probably only will have one.built in weapon bonuses,blackhile maker,quantem reactor <HR></BLOCKQUOTE>
But using the blackhole maker will kill the ship. (Or is that what you had in mind -a kamikazi ship?) ------------------ Assume you have a 1kg squirrel E=mc^2 E=1kg(3x10^8m/s)^2=9x10^16J which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb. Fear the squirrel. |
Re: Some of my ideas and questions
I am aware it wll destory the ship,but since otherwise the pirates cant realy cause that much damage it is up to them.
Planet sizes Meteor:a smaller then tiny planet,always no atmosphere Moon:slightly bgger then tiny planets ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
here is how cloaking should work in v1.0 and will definitly work in v 1.1
Religous and psy scanners detect any ship that has a crew ie no master computer(spirit crew qaurters cant be seen by psys) regular:can detect anything using a regular cloaking device. Temporal:can detect temporal. Racial traits: Quick learners:exp bonus Tiny species:samll crew quart and stuff No atmophere:if you breath no atmophere you dont need life support. God emporer:the peeps worship you,so they are more productive and,happy. COmponents Atomic bLaster http://www.shrapnelgames.com/ubb/ima...ons/tongue.gifretty powerfull,can be lethal at close range. Atomic MIssle:for use agianst ship,very powerfull,short range,and high in rad cost Atomic Bomb:Severely,damages,plauges,a planet,but same downside as above. Atomic reactor:generates supplys in ships,not a qr! Heart:i alreayd mentioned it but i just wanna say that the heart and lungs generate supplys as well for bugs ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
Planetary assualt cruiser:built in cargo bays,and(is this possible i havent checked my windows cpu is down)a planet hit ratio bonus.
Planets have a natural -200% defense "bonus", so any ship in the game can hit planets with 99% accuracy no matter what. No atmophere:if you breath no atmophere you dont need life support. I don't see how you can detect whether the player has chosen "none" as thier home atmosphere, but even then, ships with zero lifesupport and no MC will be reduced in movement (even if they require zero). You'll have to make a zero-KT lifesupport component. |
Re: Some of my ideas and questions
All their stuff has built in LS http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
yes my mod is whopper heck next to devnull and p and N i think its the biggest one to date,actualley it is the biggest since it contains a lot of stuff from the two mods,and i am about dry on ideas any suggestions are needed and will be awarded credit ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
I decided to umm uhh ahh "borrow" yeah thats it borrow not steal nope not me,rthe idea of captains and mayors (LOL) but with a few twists.
captains only cost money,there will be about two for each species included in my mod,they do not take up space but are limeted one to a ship. PLanetoiral and system govts. have a downside,they lose money because of corruption bills paychecks,but they build faster and are stronger. Squad leaders,are for infantry they add bonuss much like sa captain. all genrels thingies have exp bonuss INdividiul planet governments Socialist:unhappy populas,more money, Capitilist:less money,happpy peeps and a fast production rate Barter:you get a free resoyurce changer,no money,no happieness change. ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
new mnew
Components Gatling gun:very weak,small and cheap though. Photon torpedos:figure it out Nova bomb:its a torpedo sactualley powerfull moderetly fast,expensive,hefty Star Cannon:huge expensive insanely powerfull,medium rtanger bases only. Stasis pods:xrew quart with built in life support. ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
nothing new but heres some advertising for me
upcoming sites V.N.N.:gives you the best abridged(freedom of the what?)news relating to vector,se4 and othe rplanets you prrobably hate ,like a crummy one named earth.columns and more! Black:a dark templar site! Recruitment pages:little join the army pages. New stuff im wiritng a vectorian book i hope to publ9idsh http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif And a vectorian mini game thing warhammer thing. Achh typos i was in a rush ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
now heres the good http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
Meteor defense: a firly weak weapon for weapo plats Scrith Armor http://www.shrapnelgames.com/ubb/ima...ons/tongue.gifretty darn good armor! Plated sheild emiter:beefed up sheilds Phenoix rocket: a powerfull rocket. Black Hole bomb: a slow,seeking,insanely powerfull weapon using gravity tech Ion Cannon:renders an enemy unable to attack for a turn. Iron Tentacle:close range whip good on troops Lasgun:Ok not that great. Anti Infantry Cannon:a good wqeapon agianst infantry,for weap plats also Proton Torpedos http://www.shrapnelgames.com/ubb/ima...ons/tongue.gifretty powerfull ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
i dont think that weapon platforms fight troops. troops can capture a planet with WPs in tact.
------------------ "...the green, sticky spawn of the stars" (with apologies to H.P.L.) |
Re: Some of my ideas and questions
In regards to races that breathe "none" for atmosphere, how about making their ships being able to take more damage before being destroyed or severly damaged. I would think, my opinion only, that when a ship with no atmosphere is hit, less damage would occur or less chances of explosion because there would not be any atmosphere to react with the chemical or whatever reaction of explosions once the hull is breached. This would make their ships harder to kill and Last longer in a fight. This would be the same for Battle stations as well. The crews would be able to still fight longer with damage as they don't have to worry about their atmosphere leaking out etc.
just some ideas mac |
Re: Some of my ideas and questions
That's a hardcode problem. You've only got Gas/Rock/Ice to work with when trying to make components or ships.
You could add a racial trait, "Vaccuum Hardened", which would relate to surviving exposure in space. (Vaccuum breathers without this trait could be said to require something else to function effectively, such as radiation for lifesupport) The racial trait would give ships built-in lifesupport, plus an emmissive armor ability. That way, small arms "1000's of little holes" fire would have much less effect, while torpedoes, WMGs, and other "rip the ship apart" weapons would be only slightly diminished. Ships larger than LC would still have to be designed with extra Lifesupport to meet the hull requirements, but losing their LS components would not harm the crew's ability to operate, and the ship would not lose movement. In effect, the lifesupport would be more luxury than nessesity. Note that giving the hull multiple lifesupport abilities will not help: only one LS ability is effective per component (or hull embedding). This would be a cool trait to add, the only difficulty is that it is not limited to vaccuum breathers. Still, the value of the trait is the same for all races, despite being theoretically easier for vaccuum breathers to achieve... |
Re: Some of my ideas and questions
SJ, tks for the info, I was hoping it wouldn't be a hard code problem and if anyone could solve it, it would be you or some of the other vet modders. I to think it would be a good new trait, make for a tougher opponet, I guess we'll just have to see if something like it is put in SE5.
tks again just some ideas mac |
Re: Some of my ideas and questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I guess we'll just have to see if something like it is put in SE5<HR></BLOCKQUOTE>Hey, even if you're not going to use it, I am! Its a lot simpler to implement than Nomads http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Some of my ideas and questions
How about their ships just don't require life support.
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Re: Some of my ideas and questions
The requirements merely indicate howmany are required for a legal design.
In actual use, ships with 1 or more functional lifesupports run at full capacity, and ships with zero functional lifesupports move at 1/4 speed. Since you're modifying the hulls anyways, you could set the lifesupport requirement to zero or one, and it would be satisfied by the built-in hull ability. My reason for leaving the requirements as-is, is that I consider the racial trait description as "Vaccuum Exposure Resistance", not "Lives in outer space". Ie: crew members can survive being in a vaccuum for extended periods, but not indefinitely. Thus, they can finish the battle using supplies stored inside their bodies, or in always-on environmental suits. Additionally, the crew would have to have the ability to hibernate until the ship is repaired or another combat situation arises. They can still fly home at full speed, since most of the crew is not required to run the engines. In fact, I will increase the lifesupport requirements of all the hulls by one, so Escorts require two. The escort's requirement will be satisfied by the addition of one LS to the hull's LS, resulting in a normal escort which is not hampered by the loss of its LS component. In order to make the racial trait more useful, I might do the same with crew quarters. Total trait cost, maybe 250 points. |
Re: Some of my ideas and questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> "the only difficulty is that it is not limited to vacuum breathers"
SJ, sounds like your rockin and rollin, any ideas on how it might be changed to only vacuum breathers, in order that not all would have it?? just some ideas mac[/b]<HR></BLOCKQUOTE> |
Re: Some of my ideas and questions
new new new!
Components: Venom cannon:for bugs bolter:for infantry and their is a ship Version Lasguns:fer troops Racial Traits: Emotional puppeteers:not from ringwolrd thinmk foundation and the mule puppeteers they have a always happy populas and their crew quarters and bridges can stop a ship from firing for 1 turn and some specieal intel. god emporer:youre populas views you as a god so they work harder and are happier. |
Re: Some of my ideas and questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>SJ, sounds like your rockin and rollin, any ideas on how it might be changed to only vacuum breathers, in order that not all would have it??<HR></BLOCKQUOTE>There is absolutely no precedent for something like this, so I have no idea.
The only way I can think of right now is to have somebody inspect all the races for compliance with the "only vaccuum breathers can have this" rule before the game starts. |
Re: Some of my ideas and questions
.... as i said before my mod requires honesty and is based on the trust system.i agree if you will play it Online it most definitly requires a referee as their are so many ways to exploit it.but if played properly it will definitly provide the most realistic se4 expereince out there!
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Re: Some of my ideas and questions
is their a way i can make a event witch causes a planet to rebal and form anew empire for no reason of course i wi;ll make one up like one man gets too much power,the mule etc etc
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Re: Some of my ideas and questions
You could try copying stuff from the PPP/whatchamacallit intel op, (where the planet dosen't join the attacking empire), and see if that ability can be used in a random event.
It would be kinda funny if you could put that ability into a ship/component http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. The planet that built the ship immediately breaks away from your empire, and any other planets that the ship visits will also break away from their owners (friend or foe) http://www.shrapnelgames.com/ubb/images/icons/icon7.gif It would be like a MAD situation, except that nobody actually dies! |
Re: Some of my ideas and questions
Kodos,
For your "Bugs" how about 'Neurotoxin bLastomeres' - could be a venomous missle that either: 1) destroys only living components (life support, crew quarters, boarding parties, defence parties. All biological components?). OR 2) freezes any ship activities for a full round (master computer/computer core units not affected). Jimbob [This message has been edited by jimbob (edited 25 October 2001).] [This message has been edited by jimbob (edited 25 October 2001).] |
Re: Some of my ideas and questions
i would love to unfortenetly its not possible,sj about what ya said im going to make that for the emotional puppeteers they will make a planet rebel in one turn!
------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
I don't even know whether you could put the intel op effect into a component or hull. Be sure to test first!
That was just a wild idea. |
Re: Some of my ideas and questions
Heyim back again with new ideas and questions can i give a ship hp different from its tonnage lika a component for the antimatter peeps cuz all their ships have 1 hp once their sheilds are gone.
System Types Eye Of Terror:sucks a ship in instantly killing it cannot be destoryed,only avoided. |
Re: Some of my ideas and questions
Well, you could make all their components have 1hp. Then, they'd have a total of about 50 Hp max. Two normal mount meson bLasters would do them in.
It would really suck to have any of your ships destroyed intantly by a normal mount nullspace shot though. |
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