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-   -   A pirates life for me... (http://forum.shrapnelgames.com/showthread.php?t=2143)

Suicide Junkie December 3rd, 2001 08:19 PM

Re: A pirates life for me...
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I vaguely recall a comp (in the psychic tree?) that INCREASES reload time, could this be given a negative affect to achieve this? It would be cool for us missle loving fools<hr></blockquote>Maybe, but it was a weapon, and you could only fire your reload-decreasing weapon on enemies.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Here's another tech idea for you, SJ. At the very top of the missle tree (and maybe dependant on another tech?), place a component that decreases reload rate by 1 for all seekers. (or maybe it would fit better into the Temporal Tech tree?)<hr></blockquote>Well, I would rather not add to one of the original racial techs and throw the value off. I'd put them into normal tech.

So, what do you guys think about:
- Mini-missiles. Reload 2, slightly less range than CSM, half size, slightly lower power rating. Best for providing cover for fighters, not powerful enough to win ship to ship battles.
- Digger Missiles. Drills into the ship's hull before exploding. Larger size, and slower, but packs an armor-piercing punch. Provide lots of cover from PD for best effect.
- Radiation Bomb. Kills off crew, once shields are down. Lifesupport, Boarding Parties, and Security Forces are all affected. Expanded Automation ships will not be slowed down (EA bridge has an independent lifesupport system)
Living ships can lose any of their organic components, and Organic-tech weapons & armor will be affected. Organic armor may provide protection to the internals, but I'm not sure.
Damage rating will be moderately low (compared to slice&dice weapons, moderate-high for an "only x" weapon), shields will protect a ship, and possibly O.A. will too.
A beam Version should be available, but it will have even lower damage.
- Burrowing Seeker Spores. Organic races get a 2-reload digger missile, to compensate them for the Rad-bomb vulnerability.

A combined attack with mini-missiles, CSM shield-busters, then Diggers or Rads will be very devastating, assuming you can pierce the PD.

jimbob December 4th, 2001 01:56 AM

Re: A pirates life for me...
 
Dumbluck,

Thanks for the ideas. The early game, short-range warp points are a good idea. I think I'll put them starbase only to give a sort of "warp gate" feel (and to reduce the power of this early WP technology). Optimally the warp hole would close if the gate was destroyed, but that can't be done in SE IV to my knowledge.

The gravometric drive thing is a good idea. I was trying to get that feel through the inertial dampners though. I figure reducing the gravity/inertial effects would make propulsion easier, but is not a form of propulsion in and of itself (yeah, I know, gravity and inertia are separate phenomenon... I claim poetic license http://forum.shrapnelgames.com/images/icons/icon12.gif )

I've also added an 'insta-black hole' component for medium to large mines... just add enemy starships and mix well. They're powerful, but not grotesquely (sp) so.

Quote: "Radiation Bomb. Kills off crew, once shields are down. Lifesupport, Boarding Parties, and Security Forces are all affected. Expanded Automation ships will not be slowed down (EA bridge has an independent lifesupport system)
Living ships can lose any of their organic components, and Organic-tech weapons & armor will be affected."

Wait a second, can you assign multiple types of damage to a single weapon? I was hoping to make a neurotoxin thingy for Biological warfare that would knock out security and boarding parties with one shot. This can be done?!

Edit: do ya think it will be too late for any of this gravity stuff to make the Gold Edition?

[ 03 December 2001: Message edited by: jimbob ]</p>

Phoenix-D December 4th, 2001 03:39 AM

Re: A pirates life for me...
 
"I'll put them starbase only to give a sort of "warp gate" feel (and to reduce the power of this early WP technology)."

Er, if you want to make them "early game" putting them on a starbase isn't the way to go, IMO.

9/10 I get WP manipulation waaaaaaaaaaay before I get starbases.

Phoenix-D

Suicide Junkie December 4th, 2001 07:00 PM

Re: A pirates life for me...
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Wait a second, can you assign multiple types of damage to a single weapon? I was hoping to make a neurotoxin thingy for Biological warfare that would knock out security and boarding parties with one shot. This can be done?!<hr></blockquote>There is a "only security stations" damage type. Just use that, and give boarding parties a small ability for boarding defense (thier attack ability already gets added to defense, and you don't want to make them too powerful defending)
That way, once the shields are down, everybody dies from your poison.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Er, if you want to make them "early game" putting them on a starbase isn't the way to go, IMO.<hr></blockquote>How about just making them very massive (500+ KT), and super-expensive (cost to build, or increases maintenance by 10x?)

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Edit: do ya think it will be too late for any of this gravity stuff to make the Gold Edition?<hr></blockquote>I'm just hoping my bugfix yesterday will make it, but I'm not expecting it too.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I've also added an 'insta-black hole' component for medium to large mines... just add enemy starships and mix well. They're powerful, but not grotesquely (sp) so.<hr></blockquote>Black holes light enough to avoid being obvious would nessesarily have a very short range. Putting them on mines is a good idea. IMO, almost any singularity projectile should do Quad2Shields & Armor-skipping damage. Since we can't combine the two, I want to go with armor-skipping (for mod balance) (The MSG projectors should be converted for the next Version of P&N)

Phoenix-D December 4th, 2001 07:02 PM

Re: A pirates life for me...
 
Hmm.

I wonder if boarding parties will fit on Drones.. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D

jimbob December 5th, 2001 01:06 AM

Re: A pirates life for me...
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Black holes light enough to avoid being obvious would nessesarily have a very short range. Putting them on mines is a good idea. <hr></blockquote>

I thought just the standard 'range 1' for the mines. Would an increase in range have an effect?

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> IMO, almost any singularity projectile should do Quad2Shields & Armor-skipping damage. Since we can't combine the two, I want to go with armor-skipping (for mod balance) (The MSG projectors should be converted for the next Version of P&N) <hr></blockquote>

I really wish it were possible to have multiple effects per weapon.. this is one of my biggest hopes for SEV (may God, or Arron, grant us the sequel). Because of this limitation, the planetary black hole projectors do quad damage to the ships, but don't skip armor. I was initially intending the mine generated black holes to just do normal damage. Should the mine generated black holes have an ability that isn't shared by the more powerful planetary generated black holes?
http://forum.shrapnelgames.com/image...s/confused.gif

[ 04 December 2001: Message edited by: jimbob ]

[ 04 December 2001: Message edited by: jimbob ]</p>

jimbob December 5th, 2001 01:46 AM

Re: A pirates life for me...
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> 9/10 I get WP manipulation waaaaaaaaaaay before I get starbases. <hr></blockquote>

Really? I haven't played multiplayer enough to realize that. I bet you'd kick my butt http://forum.shrapnelgames.com/images/icons/icon7.gif
OK, it'll either be an incentive to get starbase, or maybe I'll make the component fit on something smaller than a starbase.


Here's a question. Will the Gravity Manipulation defense components (gravity lens family) stack with the ECM family? How about with the stealth armor family? I assumed that it would, and that bonuses could stack past 100%...

i.e. Gravity Lens X = 30% defense bonus
ECM Y = 60% defense bonus
Stealth Armor Z = 15% defense bonus
Total = 105% defense bonus

vs.

Enemy Sensors N = 60% attack bonus
Enemy experience = 20% attack bonus
Total = 80% attack bonus

105% - 80% = 25% defense bonus

Edit: according to latin pluralization rules, more than one bonus should be boni

[ 04 December 2001: Message edited by: jimbob ]</p>

Phoenix-D December 5th, 2001 02:08 AM

Re: A pirates life for me...
 
"Here's a question. Will the Gravity Manipulation defense components (gravity lens family) stack with the ECM family? How about with the stealth armor family?"

Yes. If I remember correctly, it either goes by family or the second ability number defines what stacks and what doesn't.

Phoenix-D

jimbob December 7th, 2001 09:49 PM

Re: A pirates life for me...
 
All Righty Then...

I've posted this to teh Ultimate thread, but then I had some problems with the Forum, did it go down yesterday?

Regardless, here are the Gravity Racial Techs and Components for P&N and Ultimate "Universes" respectively. Each mini-mod has been slightly tweaked to fit into it's new host Universe, so there are some minor differences.

1007679226.zip
AND
1007679334.zip

Enjoy,
-jimbob

Suicide Junkie December 8th, 2001 03:52 AM

Re: A pirates life for me...
 
Alright. I've got an exam tomorrow, but I'll load 'em up after that.

PS: you can rename your url-tags. Use [ 09 December 2001: Message edited by: suicide_junkie ]</p>


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