Re: Babylon 5 Mod
Re: a "restart."
I think that if we decide to follow Timstone's suggestion, we should first "clean up" the existing mod. Not adding anything, just taking out those techs that don't yield anything (like Ship Enhancement Level 4, or Armor under basic sciences) and creating a stable "Version 1" mod.
Then, we can come back and look at the new mod in light of what was learned from the first go-around. Like engines. I HATE having to wade through 20+ 5 ton engines trying to figure out my reactor needs. Like the weapons techs, which as jimbob points out are hard to calculate. In fact, unless you know how to read the components files, it isn't possible to rationally decide what weapons techs to pursue. E.g., unless you can read the components file, what tells you as the Minbari to research (almost exclusively) Molecular weapons? Or as the narn, ballistic weapons? This could all be re-evaluated in the light of experience.
The overall thrust and feel of the mod are outstanding, IMO. It really is a completely different game than the original, and more "different" than any mod I have played. however, it really does require a good knowedge of the nuts and bolts of the system to play well, and I think we can do better.
I will help with this effort.
I would like to also suggest that you reconsider the idea of making this a primarily 1.49 mod, with a port to Gold. Conidering the amount of time you are spending on this, the fact the Gold continues to be patched and 1.49 won't be, and that judging by PBW there are twice the number of Gold players as 1.49 players... is the money really an obstacle? I will continue to be willing to port over the games, but think going "native Gold" makes a lot of sense.
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