Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Fighters already goes up to 5, then ? That's very helpful, we don't have to fit a lot of different fighters into a few tech levels.
Regarding missiles and torpedoes, I actually like having them come from two separate tech areas, that way all warheads become a little less powerful (you can't get them all by researching a single tech). Missiles, rockets and Space Bombs would come from Missile Weapons + Physics and Proton / Devastator Torpedoes from Torpedo Weapons (+ Physics for the Devastator Torpedoes).
Flame Carpet Warheads could be toned down a little and moved over to the Planetary Weapons tech area.
I don't like multiple tech requirements for components (too easy to lose track of the necessary research path when playing), but if we split the components between missiles and torpedoes they will have only two requirements (plus Smaller Weapons for some of them).
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Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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