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Phoenix MOD ideas open for review
Had a few ideas for the mod I'm working on; I'm nowhere near to
coding for these yet, but my offline ideas-file is growing steadily. The current working name is "Phoenix MOD" but I'm open to suggestions (especially if the name is already taken http://forum.shrapnelgames.com/images/icons/tongue.gif ). What I'd like is, advice from folks about what they like or dislike, and why of course; pointers from experienced MODders about what looks like I couldn't manage with a mod, and so on. So, in no particular order: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Ship hulls (basic information) |Name |Short|Size|ECM|+S|E/Move|#E Max|Max|New? | -------------------------------------------------------------- |Escort | ES | 100|+60|+2| 0.5 | 8 |18 |no | |Frigate | FF | 200|+45|+0| 0.5 | 8 |16 |no | |Destroyer | DD | 400|+30|+2| 1 | 8 |10 |no | |Heavy Destroyer | HD | 600|+15|+0| 1 | 8 | 8 |(LC) | |Light Cruiser | LC | 800|+00|+1| 2 | 8 | 5 |(CC) | |Cruiser | CC |1000|-15|+0| 2 | 8 | 4 |(BC) | |Battlecruiser | BC |1250|-30|+1| 4 | 8 | 3 |(BB) | |Battleship | BB |1500|-45|+0| 4 | 8 | 2 |(DN) | |Dreadnaught | DN |2000|-60|+1| 8 | 8 | 2 |(bas)| -------------------------------------------------------------- |Light Carrier | LV | 400|+30|+3| 1 | 6 | 9 |no | |Carrier | CV | 800|+00|+2| 2 | 6 | 5 |no | |Heavy Carrier | HV |1200|-30|+1| 3 | 6 | 3 |no | -------------------------------------------------------------- |Colony | CO | 300|+15|+0| 1 | 6 | 6 |no | |Heavy Colony | HO | 600|-30|+0| 2 | 6 | 3 |yes | -------------------------------------------------------------- |Light Transport | LT | 200|+30|+0| 1 | 6 | 6 |no | |Medium Transport | MT | 400|+00|+0| 2 | 6 | 3 |no | |Heavy Transport | HT | 800|-45|+0| 3 | 6 | 2 |no | -------------------------------------------------------------- |Outpost | OP | 500|+00|+0| n/a | 0 | 0 |yes | |Station | ST |1000|-45|+0| n/a | 0 | 0 |no | |Battlestation | BS |2000|-75|+0| n/a | 0 | 0 |no | |Starbase | SB |3000|-90|+0| n/a | 0 | 0 |no | -------------------------------------------------------------- |Mega Destroyer | MD | 750|+00|+0| 2 | 16 | 8 |yes | |Mega Cruiser | MC |1500|-45|+0| 3 | 12 | 4 |yes | |Super Dreadnaught | SD |2500|-75|+0| 10 | 20 | 2 |yes | |Super Carrier | SV |2000|-60|+0| 4 | 12 | 3 |yes | |Mega Transport | MT |1500|-90|+0| 4 | 8 | 2 |yes | |Super Colony | SO | 800|-45|+0| 3 | 9 | 3 |yes | |Warbase | WB |4000|-95|+0| n/a | 0 | 0 |yes | --------------------------------------------------------------</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">"Max" is the hull's maximum theoretical speed, calculated in the absence of any other bonus movement points from other sources (including from engines, i.e. the unmodded Quantum Engine gives +3, as does the Solar Sail; a Super Dreadnaught with 20 Quantum Engines and a Solar Sail III would thus have a net strategic speed of 8). Some ships can have more engines than they will theoretically have room for in a viable design; this still works, as there will be the option to install half-sized engines (actually, multiple ways to do that are being considered). ECM modifiers are intended to be scalar to size, currently in steps of +/- 15, but that could be reduced to steps of 10 (thus, cutting ECM modifiers by one-third of the above values). The modifiers might also be for both attack AND defense, representing both relative agility AND "small target" effects. The bonus would be scaled down to steps of 10 in this case, PERIOD. The Last bloc of hulls, all listed as new sizes/types/classes, are intended to be among the benefits of a new advanced characteristic, "Megascalar Construction" -- folks who specialise in building it big, bigger, BIGGEST. As an example, such technology would seem to match the naval doctrine of the Empire in Star Wars (hmm, a Battle Moon as a Unique-enhanced Megascalar benefit might be a nice idea ... Death Star, anyone?). The enhanced number of engines keeps them competitive with the basic hull types available to everyone else, though outrunning comparable-displacement non-megascalar vessels will require a LARGE investment of engine mass. Transports, unlike the stock Version, will NOT require you to fill half or more of their volume with cargo components; they're slower, and easier to hit, than comparable-sized military hulls ... but if, for deception's sake, you wish to make an armed "Auxiliary Warship" on a transport hull, akin to Star Fleet Battles' "Q-Ship" concept ... you can. Carriers will still need half of their space occupied by Fighter Launch Bays. Overall, I'll try and stretch out the process of getting each hull type, research-wise, to avoid a "run for the big ships" effect. Tech Area concepts: Organic Manipulation: pretty similar to the stock Version, with an expanded selection of armor and weaponry. Ship and unit hulls will be inherently self-repairing / combat-regenerative. Plague-damage seekers (especially for use on planets) is a distinct possibility. Psychic: will likely expand the range of sensor-like effects available to them, a few engines and shields for flavor, and hopefully better variety in weaponry effects (the TK beam might give a one-square push effect, for example ...). Temporal Technology: Main theme will be "fast, faster, fastest!" ... ship hulls will have (small) inherent movement bonusses above and beyond those listed for the basic hulls above. "Get there before you leave" in a sense. Shields and engines expanded in variety, largely for flavor. Crystalline: enhanced range of armors (see below for preliminary ideas); weapons tweaked (shield-drainers that regen the firing ships shields, is one idea ... http://forum.shrapnelgames.com/images/icons/icon7.gif ). Hulls will include inherent shield-regenerative properties; that special ability will only of use once shields are known and included, but ... http://forum.shrapnelgames.com/images/icons/icon7.gif Religious: big enhancement here. Most armor types will be replaced (Glyph armor, Sigil armor, Runic armor, that sort of thing), lots more religious components than JUST the Talisman. Various shrines, most or all of those in the stock Version will remain, others might be added. Megascalar Construction: bigger ships. Bigger fighters (Star Fleet Battles-esque "PF" or "Fast Patrol" ships too, think 50kT or so fighters ...). Bigger maintenance costs (lol, 'cause of the costs of the hulls). Probably bigger space yards (but everyone's getting them anyway). A Megascale Temporal Ship Yard should be ungodly fast at building things ... but let's hope you have the economy to PAY for all that building capacity, eh? Also, better Ringworld/Sphereworld capabilities. Not sooner, but, smaller relevant parts, bigger options for the end product, and so on. If it's big, no really big, no really REALLY big ... these guys are the ones to have building it. http://forum.shrapnelgames.com/images/icons/icon7.gif Advanced Carriers: better carriers (likely get the same Carrier hullas the Megascalar guys get), better fighters, better fighter PARTS, and so on. Minor ability, more to support a chosen theme than truly make an empire unbeatable. Advanced Missiles: more and better missiles, a modifier similar to the Advanced Carriers above. If I can manage it, shielded missiles ... ? http://forum.shrapnelgames.com/images/icons/icon7.gif Microscalar Construction: just a random thought, people who excel at cramming more into a small space than anyone else would think possible -- lots of miniaturisation options, lots of multi- effect "combination" or package-deal items (ECM and combat sensors in one package? these guys can do it!). Good for folks who envision a smaller race, perhaps of starfaring gerbils or the like (EEK! Space Hamsters!). Some component ideas I've been working on: </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Organic Armors Organic Armor I mass 15kT hp 30kT special: regenerate 10hp/turn Organic Armor II mass 15kT hp 45kT special: regenerate 10hp/turn Organic Armor III mass 15kT hp 60kT special: regenerate 10hp/turn Light Chitin I mass 20kT hp 60kT special: regenerate 20hp/turn Light Chitin II mass 20kT hp 80kT special: regenerate 20hp/turn Light Chitin III mass 20kT hp 100kT special: regenerate 20hp/turn Heavy Chitin I mass 30kT hp 120kT special: regenerate 30hp/turn Heavy Chitin II mass 30kT hp 150kT special: regenerate 30hp/turn Heavy Chitin III mass 30kT hp 180kT special: regenerate 30hp/turn Chameleon Skin I mass 20kT hp 40kT special: cloaking level 1 special: +5% ECM special: onlyone per ship effective for cloak/ECM Chameleon Skin II mass 20kT hp 60kT special: cloaking level 2 special: +10% ECM special: only one per ship effective for cloak/ECM Chameleon Skin III mass 20kT hp 80kT special: cloaking level 3 special: +15% ECM special: only one per ship effective for cloak/ECM</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">More options; I picture the Organic armor series retaining the current image, and if I can manage it, shifting to red or brown for the Light Chitin series, then to a grey or black for the Heavy Chitin series. The Chameleon, I hope to be able to use a rainbow- hued organic armor image. </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Crystalline Armors Crystal Armor I mass 15kT hp 20kT special: 2 damage from every hit, per armor component, are added to current Supplies total special: adds 50 supplies capacity Crystal Armor II mass 15kT hp 40kT special: 4 damage from every hit, per armor component, are added to current Supplies total special: adds 100 supplies capacity Crystal Armor III mass 15kT hp 60kT special: 6 damage from every hit, per armor component, are added to current Supplies total special: adds 150 supplies capacity Shard Armor I mass 20kT hp 40kT special: Adds 50 shield strength special: each hit regenerates shields by 10 points special: also requires Shields research Shard Armor II mass 20kT hp 60kT special: Adds 100 shield strength special: each hit regenerates shields by 20 points special: also requires Shields research Shard Armor III mass 20kT hp 80kT special: Adds 150 shield strength special: each hit regenerates shields by 30 points special: also requires Shields research Phased Shard Armor I mass 50kT hp 100kT special: Adds 100 phased shield strength special: each hit regenerates shields by 20 points special: also requires Phased Shields research Phased Shard Armor II mass 50kT hp 150kT special: Adds 200 phased shield strength special: each hit regenerates shields by 40 points special: also requires Shields research Phased Shard Armor III mass 50kT hp 200kT special: Adds 300 phased shield strength special: each hit regenerates shields by 60 points special: also requires Shields research</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Hopefully, I'm not alone in feelign that requiring an additional research field offsets the comparatively-high per-kT hitpoint gain (counting shield points as well) for these armors. The Resupply effect of the first should prove interesting; it might let Crystalline ships foray further into enemy territory early on in the game, since attacks on them would only re-energise their own weaponry ... http://forum.shrapnelgames.com/images/icons/icon7.gif </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Space Yards, Ringworlds, and Sphere worlds Temporal Space Yard I, II, and III mass 400kT special: builds at 150% the rate for default Space Yards, extending the temporal=tech build rate advantage into space. Space Dock I, II, and III mass: 2,000kT special: builds at a rate analogous to planetary facilities of similar rating. Temporal Space Yard I, II, III mass: 2,000kT special: builds at rate of planetary Temporal Space Yards the Space Docks might be limited to Megascalar races, I'm not sure yet ... Megascalar Ringworld Core mass: 1,000kT special: builds Ringworlds. 6,000kT each of cable and plate components will build a (100 spaces) Ringworld - the default size for other races, who cannot build bigger Ringworlds. 12,000kT each of cable and plate components build a (150 spaces) Large Ringworld. 18,000kT each of cable and plate components build a (200 spaces) Mega Ringworld. Megascalar Sphereworld Core mass: 1,000kT special: builds Ringworlds. 20,000kT each of cable and plate components will build a (200 spaces) Sphereworld - the default size for other races, who cannot build bigger Sphereworlds. 40,000kT each of cable and plate components build a (300 spaces) Large Sphereworld. 60,000kT each of cable and plate components build a (400 spaces) Mega Sphereworld.</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">... That's all I have actual notes of (well, in presentable form anyway, heh) component-wise. I would dearly love folk's thoughts on them; I'm going to have to figure out a way to get the Gold Version sooner than later, I'm itching to start actually doing this, testing out various component ideas ... OH. One more thing: Again, if anyone has suggestions for a name for the mod ... so far I'm thinking Phoenix, mainly because I happen to like the sound of the word, and the image of the fiery bird itself. http://forum.shrapnelgames.com/images/icons/icon7.gif (EDIT: sorry, I've tried everything to get the line-lengths back under control ... can't figure out what's wrong ... http://forum.shrapnelgames.com/images/icons/tongue.gif if this Last try doesn't work I don't know what ele to attempt) (EDIT again: one Last try, lots of extra carriage-returns inserted ... *sigh* ...) (EDIT yet again: EUREKA! Found the problems and fixed 'em ...) [ July 14, 2002, 04:13: Message edited by: Pax ] |
Re: Phoenix MOD ideas open for review
Looks good so far. http://forum.shrapnelgames.com/images/icons/icon6.gif
One thing though, Engines per Move must be a whole number. The game will choke on the decimal. |
Re: Phoenix MOD ideas open for review
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Re: Phoenix MOD ideas open for review
I like cross-over racial techs (possible example: temporal + psychic = insane attack and defense bonuses). I also like the economics model of the Proportions mod.
Is it possible to include the spaceyard ability as a hull attribute? If so then you could have special construction ships... |
Re: Phoenix MOD ideas open for review
Looks like you have lots of interesting ideas and components.
One thing that I personally dislike is the gross difference in ship sizes. I think one problem that the game has is that smaller ships quickly lose their relevance in the standard game - although your small ships will be faster - the additional firepower of the big ships will more than nullify that advantage. Perhaps adjusting the sizes and mounts to make all ships have similiar power/kT will be more beneficial? |
Re: Phoenix MOD ideas open for review
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However, picture two heavy destroyers against a battleship. Tonnage-wise, the BB has the advantage (50% mroe space, less redundancy in control and supply components). However, the BB has a -45 ECM adjust, and the HD's have a +15 each. So the HD's fire at a net of +60, while the BB fires at a net of -60. Result: the HD's are harder to hit and more accurate ... but lack the outright -punch- when they DO connect. I hope that, overall, that will result in the hulls being reasonably useful even three or four steps different in size (IOW, it might not take more than say Light Cruisers to match Dreadnaughts, if you roughly match tonnage for tonnage). And in fact, done right (not in strategic, sadly, which rules out PBW games ...), the very vast difference in speeds might allow smaller ships to harry a larger one, without accepting return fire in any significant volumes. Hmm, that could actually be a FLAW. heh. Spoo: once I get the basics of Phoenix done, I might indeed look at a combination Phoenix-Porportions setup ... but that's somethign for the far distant future. Most of my mod will be tech tree and components/hulls; the economics, aside from specific facilities resulting from the tech tree changes, will remain unchanged in Phoenix. AFAIK however ... yes, it woudl be possible to buld the Space Yard ability into a hull; an intrigueing idea, that ... http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Phoenix MOD ideas open for review
First of all, it looks good! I'm definitely interested in seeing the finished product. Now for the specific comments. http://forum.shrapnelgames.com/images/icons/tongue.gif
RE: Small ship sizes being useless--If you use massive swarms of small ships, you can easily destroy even dreadnaughts. I've used DS with ECM 3 and stealth armor 3--total of +95% defense modifier--in fleets of 20~30 with success. Of course, you will lose ships each battle, and will need to be replaced quickly. Supply may be a problem, too. RE: Damage to supplies--Would be a neat idea, and I think it's been bounced around before, but I don't think it's possible w/o a hardcode change. RE: Organic unit damage/shield regen--Game currently doesn't track partial unit damage, so it doesn't regen partial damage either. Auto-regen ship hulls sound cool, though. RE: New racial traits--I think Megascalar/Microscalar sound great; maybe a nice combo! I love packing out ships with as many gizmos and gadgets as possible, especially extra big ships. RE: More constructed-world sizes--Mostly eye-candy/fluff, but nice eye-candy and fluff. I also love building worlds. RE: Space Yard hulls--I think this would be great--especially if adding a SY component causes the build rates to stack like it does with facilities. Overall, can't wait to see it! |
Re: Phoenix MOD ideas open for review
I particularily like the different organic armors... "chamelion" instead of the inorganic "stealth" armor is a nice touch.
I think from other discussions that crystaline is the least favorite racial trait. The extra supplies thing is good, but perhaps beef it up a little more. I've often thought that dilithium crystals would be a helpful item, yet I've not seen them in any mods to date! Maybe +2 or 3 normal movement for a 5kT component (max one per ship)? Or perhaps +1 or 2 combat movement for capital ships (max one per ship - not that it matters cause 'afterburner' components aren't stackable anyway)? Like most mods, I'd love to try it... Ideas sound good! |
Re: Phoenix MOD ideas open for review
Phoenix mod sounds ok, but you may find people think it is a mod by Phoenix-D and end up asking him questions about it instead of you. http://forum.shrapnelgames.com/images/icons/icon7.gif
What about Pax Mod? Nah, that's not it, but maybe something with Pax in the name. Pax Modicus Paxis Mod Pax Galactica Pax Man Mod http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon12.gif Geoschmo |
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