Re: Star Wars Mod - II (Sci-Fi Xover Mod)
OK, my thoughts are in order now. I really liked the % scaling mounts, BTW - I didn't understand their purpose at first, but now I do. I believe you could eliminate some of the families for these mounts (14, 15, 48, 24027) - some of these are fighter-sized components and the rest are 'regular'-sized SEIV components.
Now to the main point. I believe there are two or three SW tech areas left that can be 'migrated' over to SEIV tech areas. These are :
Turbolaser weapons - Could be gotten via research into Energy Stream Weapons. The downside of this is that you would have go through Physics 1 to get them. However, see below.
BLaster weapons - A family of 'bLaster cannon' could be created to serve as pre-laser SW tech. BC I could be available with no tech requirements (other than SW Tech), BC II with Physics 1 and BC III - VIII with Energy Pulse Weapons 1-6. They should be less efficient than their laser counterparts but might have a longer range at the top tech level, or allow an exclusive 'auto-bLaster' mount that increases their range (edit : you could also have them be more wasteful of supplies than turbolaser weapons).
Ion Cannons - Would be researched via Energy Stream Weapons + Shield Damaging Weapons.
Fighter tech - Star Wars races should generally get fighters earlier, since their light fighters are smaller than SEIV fighters. Here's what I had in mind :
At start - TIE Fighter / Z95
Construction 1 - TIE Vader+Bomber / Y-Wing
Fighters 1 - TIE Interceptor / X-Wing
Fighters 2 - TIE Avenger+Phantom / A-Wing+B-Wing
Fighters 3 - TIE Defender+Scimitar / E-Wing+K-Wing
The 'bomber' hulls could have a secondary Nuclear Warheads tech requirement. I believe this progression would eliminate the need for the Caduceus Fighters tech area.
There's more, but I'll wait to see what you think first.
[ May 24, 2003, 17:10: Message edited by: Chief Engineer Erax ]
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