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Old March 2nd, 2005, 09:10 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

It's great to see some of the "old guard", experienced players/modders, still have ideas. I fully concur with SJ, and posted something similar before, but I also want to have the ability to mod in the designing process for boarding parties / security stations. So you could design your own boarding marine forces. If you wanted intact capture, you could just use pulse rifles - not too strong but very accurate, and would thus only damage enemy defenders. If you wanted to destroy them, give your marines demo packs and bazooka rocket launchers.

Also, the ability to board a ship, take out a certain system/comp/set of comps and then retreat. I.e. you lock on to the enemy ship and send your marines to the engines, once they have destroyed the engineering section (engines/repairbay/SY/sat bays) they return.

And, the ability to land boarding marines on planets and use them as additional landing forces.

And, the option to have something like a "shield interrupter" which will lower enemy shields for a small amount of time, so that a boarding ship can dock with a dreadnought with a massive shield battery.

Coupled with that, the ability to mod in something like "to launch fighters during combat you need to lower shields to let them pass", requiring you to lower your defensive shielding while your fighters launch, making you vulnerable to enemy fire and boarders.



"Power allocation" during combat - i.e. you have a certain amount of "power" which you can increase by building more engines and generators, which determines how many power units you can consume during a second. The standard power amount should be pretty high, so that you will have enough power to run everything up to a Light Cruiser at full capacity constantly, while large Dreadnoughts need many power cores to supply additional power. NOTE: Power is not the same as Supplies. Example:
Your ship generates 200 units of power.
You have 20 APBs on your ship, needing 10 units of power each to function constantly and at full capacity. Low power to these weapons would mean less damage/range/accuracy, no power would mean that they won't work.
You have shields requiring 50 units of power to remain fully active.
Your engines need 50 units of power to operate at maximum capacity.
So, if you want your shields and your engines at full capacity at all times, you need to fight with only half your weapons. If, on the other hand, you need much firepower in a short time, you can use all weapons at the same time, but you cannot move and you have no shields. Also, any CS/ECM present on your ship needs power, where higher-level doesn't mean better accuracy/defence, but more power can be allocated to it, allowing for a higher maximum threshold for the CS/ECM.
Think something like SFC-type power. (I've only played SFC 1, I don;t know if 2 or 3 operate different power systems.)
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