Thread: Babylon 5 Mod
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Old March 16th, 2002, 09:46 PM
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Default Re: Babylon 5 Mod

Um, any miniaturized components are copy-and-divide jobs.
The budget/premium mounts need to be avoided, due to the armor system used here.

The Pirate/Nomad techs use the racial traits "Regular", "Pirate", and "Nomad" as well as the tech areas "Not A Pirate", "Is A Pirate", and "Is A Nomad"
"Not A Pirate" should be renamed "Is A Regular".

Any techs & components can then require one of those areas.


PS: Also, an update to the armor, Here. Hmm. If that dosen't work, try here.
All five files have changes throughout.

Armor Plan:
--------------
The armors already submitted are "Inert" armors, requiring Armor 1, plus various other techs to upgrade various characteristics. Forms a 5x6x3 matrix tech.

Armor 2 will provide for "Passive" armors, another 5x6x3 matrix tech.
Passive armor will be scattering/refractive/channeling/conductive/emissive armors.

Armor 3 will allow "Active" armor
- mobile armor, self-healing armor, (need some help with names!)

Ancient race techs will start at level 2 or 3.
Shadows work on super-powerful Passive, with minor active abilities, while Vorlon go for more active abilities and less Passive abilities.

The ancient gift armor can be moderate-Passive to low-active range tech, so they provide a major advantage at first, but other races that maintain research into armor can pass you in the long run.

- Research into physics 3 / gravity manipulation can provide some low power field-effect defenses. Actual power will be fairly low, to avoid stacking and invulnerability concerns.

[ 16 March 2002: Message edited by: Suicide Junkie ]

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