Re: StarFire Mod v-Beta 2
			 
             
			
		
		
		
		1) Unfortunately there is no way to duplicate shear planes in SE4G, and since the tractor effect in SE4G is instantaneous a shear plane would not actually work. 
 
2) Overload dampeners: I am pleased to report are in the Mod, I think that once you see it you will understand why I moded it the way I did. In other words it does not follow the “cannon” effect perfectly, however this is one of the components that I managed to capture the “spirit” of, and very well at that. 
 
3) XO Racks: Even if this Mod comes out of the Beta stage DOA I think my solution to the XO rack is a legacy that will live on. I don’t want to say too much about it here as I am still looking forward to the surprise factor. 
 
4) Force beams and Energy Beams: I wanted to keep some of the SE4 flavor so that those uninitiated to StarFire would find a connection back to SE4G un-moded (other than the graphics and interface) and not feel to “alienated”. I have split most all beams up into two categories, energy stream weapons and energy pulse weapons. For a little preview of the Mod here is an excerpt from the Tech Area text: 
 
Energy Stream Weapons: The most powerful energy weapon family, but must smash shields and armor first. 
 
Energy Pulse Weapons: A weak family of energy weapons that can skip shields, armor, or both. 
 
I am sure this does not fully answer your questions; however you only have two days to wait now. I will be back later to give an update as to the status. I am still toying with the missile and interdiction field as they are not operating very well, more later have to run now… 
		
	
		
		
		
		
		
		
			
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