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Old August 6th, 2003, 01:52 AM

FMMonty FMMonty is offline
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
I didn't really mean to steal you from the B5 Mod.

It all depends on how much time you want to put into it, really. Most of the mod is done at this point. It is weapons and images that are what is left. I am fine with you doing as little or as much as you want to do. Here are some ideas:

I want the base weapon firing rate to be 2 instead of 1, to create the possibility of "machine gun" weapons that fire really fast (rate 1), relative to the other weapons.

I was thining of having "heavy" Versions of a lot of weapons that are slower to fire, have bonuses to range, damage, +10 to hit, and the first three range values are 0 damage, to create blind spots. I might also have "medium" weapons that are in between "light" and "heavy" in damage, range, etc., but have no bonus to hit and only the first damage value a 0, for a small blind spot.

Do you think you could come up with plausible weapons for the Organic Races? They need about as many as are in the stock game (could be less, more, whatever; they need a variety available). All of the current weapons (save racials like Temporal) will be Physical Race Only. These would preferably not be copies of the stock weapons with organic names, as that would be really boring (and I plan on replacing a lot of stock weapons with custom ones anyways).

Or if you do not really want to do organic weapons, perhaps you could try to adapt the weapons from this game to SE4: http://www.wizards.com/alternity/files/Warships.pdf for the Physical Races. I am thinking that projectile type weapons will have high damage, but 1/2 or 1/4 dmg to shields (depending on the weapon), and that "laser" weapons will have low damage but 2x or 4x to shields (depending on the weapon). Both Groups would definitely be researchable to the end game, with the idea that you pick if you want your race to specialize in one or the other, or just do average in both areas for less power but more versatility.

Do you have any specific ideas on how Physical, Organic and Magic weapons can be differentiated? Such as general trends that all Physical weapons follow that Organic and Magic ones do not.

If you want to "proofread" stuff, go ahead and post any suggestions/comments you have.
More than happy to do the organics weapons, it sounds like fun

Anyway I need a template for a "standard" weapon to base it off, and also some idea on how the AI will manage battles between ships with melee range weapons and ships with short range blindspots (that could be a potential problem).

The main thing will be a standard weapon idea, so we can see how to balance damage per ton, range, damage per turn (especially important with leaky armour since big rare hits work better) and such like. I would like to create a whole range of weapons that are actually useful, rather than have a couple of lines which are great and all the rest being worthless which is so often the case.
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