Thread: Babylon 5 Mod
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Old March 6th, 2005, 02:30 PM
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Default Re: Babylon 5 Mod

Quote:
Onyx said:
If nothing else was unnecessarily complicated no-one would have felt the need to redo it. The armour system is unnecessarily complicated and that has already been covered in previous posts here.
It would also help those who just want to play an accurate B5 representation without having to guess how much of what armour/structure etc to put on their battleship.
The same way you have to "guess" how many shields to put on your ships in stock? The same way you have to "guess" which mix of short-range, long-range and special damage type weapons to use? Oy.

Don't treat the armor like stock. A couple components thrown in to fill space at the end of your design will be useless.
Try out ships with 10%, 20%, 30% armor and see which wins. NOT just 2 or 3 armor components.
You'll quickly get an idea of what works if you just use the simulator. That's what it is there for!

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I'll see about making you a super-simplified version sometime this week.

Some questions:
1) Tech grid (Y/N)?
Allows customized research into lowering costs vs increasing hitpoints, etc. Upgrade decisions remain trivial (push the upgrade button and you're done).
2) Multiple thickness (Y/N)?
Allows tradeoffs between sheer hitpoints and absorption %
Gives you some actual choices rather than just "how much".
3) Allow mounts to simplify component set (Y/N)?
A couple mounts makes for fewer component families.
4) Superstrong ancient techs (Y/N)?
Semi-balanced against economic & misc. disadvantages, or will roleplaying / AI control be used to hold them back?
5) Insert suggestion here: _______
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