View Single Post
  #24  
Old January 30th, 2004, 03:39 PM

DemoMonkey DemoMonkey is offline
Private
 
Join Date: Jan 2004
Posts: 30
Thanks: 0
Thanked 0 Times in 0 Posts
DemoMonkey is on a distinguished road
Default Re: StarFire Mod v-Beta 2

(Disclaimer: I already made this post once, but it seems to have vanished. If you've read it before, my apologies.)

"DemoMonkey are you one the Beta Testers, I don’t think I got an email from you."

Nope, not a tester, just a run of the mill SEIV fanatic. The idea of a SF mod lured me out of lurkerdom.


Idea for closed warp points (cwp). If you can't change the rules, change the interperetation...

Assume that there are cwp galore, they're just all closed on both ends. (Yeah, yeah, I know, just go with it.) We can't say they are in any given place - of course, we can't say they AREN'T in any given place either.

Lower the tech level required for the component that opens warp points. We want people to have use of it, even in the midgame. Require it to also have a level in Scanners, as well as Stellar Manip. Rename it to "Advanced Warp Point Detectors". Or "Science Labs". Whatever.

So you build one, use it, and presto! You haven't ripped a hole in space and time, you've just "located" a warp point that was there all along.

Lower the numner of allowed wp per system from 10 to 4 to keep players from creating hub systems (yeah yeah, I know about Alpha C., let that slide too) and take the component that destroys warp points out entirely.

Net result? While it's not EXACTLY the same as cwp's in "canon", it does provide the same strategic risk of having the enemy suddenly pop up in your core systems. And it doesn't require any new mechanics.

I know this is a wordy description, but the change is actually quite simple. Simple enough that even I could make it, and when it comes to modding I need a drool cup and a helmet.

Hope that gives you some more food for thought.

(Chatty for my first week, ain't I?)
Reply With Quote