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Old February 16th, 2002, 01:57 AM

Andrés Andrés is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Death Star Superlaser and weapon mounts Q:
Besides its planet destroying ability, I want the death star main weapon to be the strongest possible weapon, able to destroy almost any ship in a single shot. Maximum damage allowed by the game is 65k. But to avoid overflow (specially if I want AI to handle it) it will have to be 65k using the best weapon mount available.
Since we have many ships that will be larger than baseships, it makes sense to have more weapon mounts. I was temporarily using the weapon mounts from my "ultimate vehicle size" mod, but I think those are too much and too big. At least in Star Wars very big ships carry an impressively large number of relatively small weapons.

Capturable Techs Q:
If you give a tech area a race exclusive requisit, but don't add it the racial number, only those who have the racial trait can start to research it, but others can gain it by analyzing captured ships or using intel.
In a full tech start all will have it.
It would be nice to have a few "capturable" race-exclusive tech areas, something that is not too alien to another race or sci-fi.

Wished Abilities List:
A list of all new abilities (and damage types, restrictions, changes to existing abilities, etc.) we'd like to have to make this mod more complete and realistic. And then send it to MM, I understand some would require major changes and are not worth it, but IMO at least some of them would be relatively easy to add.
These are the ones I can recall now, but I'm sure there a lot more:
* Limited reactor ability: Like Solar Supply generation, it generates a limited amount of supplies every turn, but independent from the number of stars.
* Make the "cannot be repaired except by a space yard ability" in emergency pods, a separated ability from the pod ability, so it can be removed or used in other comps.
* Repair bays that can only repair a specific type of components. (Probably by specifying custom group)
* Open Temporary Warp Point: A wp that automatically collapses after the ship has crossed or at the end of the turn.
* Spatial Anomaly ability: it works like the Spatial Anomaly "Ship - Moved" event type, but it can be triggered on purpose by activating a component or something like that. At lower levels your ship ends up anywhere, but later you start to learn how to control it and you're able to specify system and even sector you want to go.
* The ability to use non-damaging weapons such as tractor beams against your own ships. If possible even to pull a damaged ship or a station outside combat.
* Warp Point Interdiction: When a component with this ability is turned on in the same sector of a warp point, the WP is unusable. No ship can cross the WP from the side, until the interdictor component is destroyed, turned off or leaves the sector.
* Disable damage type: Normal damage against shields, once shields are down it disrupts all ship functions leaving it dead in space (the ship can't move, can't fire weapons and can't regenerate shields) but without any real damage. After the combat finishes, the ship will be fully functional again, maybe it loses all supplies or something like that, but components are not damaged.
* Space Cities / Populated Stations / Artificial Planets: Something between a planet and a space station. It holds population not only as cargo, it needs population to run resource-generating small facility-like components.
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