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Old October 22nd, 2002, 11:37 PM
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Erax Erax is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I just thought I'd post some random impressions from my ongoing playtest game (still using the 'old' SW tech tree) :

- Infantry could be a separate tech area from Troops (aka Vehicles). Troops is expensive to research as is (50k Construction + 50k for Troops 1). You shouldn't need Construction to research Infantry.

- Infantry weapons could also be separate from vehicle weapons, so you can research them without having to go through Construction.

- Fighter-mounted proton torpedoes are devastating. My curent TIE Bomber design has a cockpit, two engine Is, two laser IVs, four PT IIs and one armor - three Groups of eight bombers each are more than enough to guard a warp point against the 'SE IV Klingons' (#1 empire in the game - I'm #2). While this huge advantage is balanced by poor capital ship tech, I think PT launchers could be made larger - 4kt instead of 2kt. The TIE Bomber would hold 2 of them (which would be more accurate) and you wouldn't be able to fit one on a TIE Fighter. Caduceus Fighters could becom a 6-level tech area, with the TIE Bomber inserted at level 2.

- All Imperial fighters currently have two engines and move 8 sectors (except for the Scimitar bomber), but it would be nicer if the Interceptor was a little bit faster, the Bomber a little bit slower, and so on. I'll fiddle around with the numbers and see if I can bring it off (I'm a 'numbers' sort of guy, I guess).
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