Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Fyron, I was just going to do that.
Erax, I think that was it, X-wings were supposed have 1 torp, 1 R2 and a tar comp in the remaining space.
Enlarging the hull to 20kt is not big deal anyway, but I agree with Fyron and jimbob, we don't need (and probably can't) replicate everything exactly as in the movies, in SE4 you have freedom to make different designs and research technologies in different order, so you'd probably only design them that way for roleplaying reasons.
The same applies to lasers against TIEs, I guess we can boost lasers a little, but then pehaps they will get too powerful against capital ships.
Besides IIRC in the simulators you needed at least a two-cannons-linked (and fully charged) impact to destroy a T/F in one shot. In SE4 cannons are allways linked (of the entire fighter group!), and you need a double or triple impact to destroy a TIE so we're not that far.
Yes wp closers fit the interdictors role, but we can't just close wp we'll also need somekind of wp opener and I was thinking that it sould also go in a variation of interdictors.
What about this:
Interdictor hull has negative combat bonuses (although it can carry some weapons and fighters) + a built-in QR or very high supply storage
"Gravity-Wave Generator" component consumes a massive amount of supplies to close or open WPs (opening and closing ones would be separated ones).
Other larger ships such as the Eclipse and Sovereign should be able to carry enough reactors to feed their GWGs.
Rebel's Modified Strike Cruisers should only be large enough to carry only an opener or a closer but not both.
I was also considering to test if the "Stop Open Warp Point" ability (and perhaps some other SM prevention) works for components, but even if it does you wouldn't be able to turn it on and off without either refitting the ship or getting rid of it.
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