
July 2nd, 2003, 03:05 PM
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Join Date: Oct 2002
Location: Brazil
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Traveling through Hyperspace ain't like Dusting Crops, Boy. Without precise calculations we'd fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?
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ROFLOL !!
Andres, I've been looking through the data files and have a few more suggestions/comments :
- I really like the way Imperial ship construction is set up, I feel it simulates the choices the Empire had to make in its weapons programs.
- I also really like the Rebel fighter sequence.
- I noticed that the TIE Bomber image is actually a TIE X1.
- Is there any reason why you kept the Caduceus Fighters tech area ? Fighters + Imperial Technology would work just as well IMO.
- The tech requirements for the Missile Boat could be raised a bit IMO. I suggest Fighters 2 + Missile Weapons 2.
- The Spacetroopers have a requirement of Troops 1. It's a bit odd to get them before regular Stormtroopers. I suggest moving them to Troops 3.
- The 'available to all' fighters follow this progression : Toscan -> Pinook -> CloakShape -> R41 -> BLastboat. I personally feel Pinook -> CloakShape -> Toscan -> R41 -> BLastboat would be better, based on their effectiveness in combat. Maybe the R41 could come before the Toscan but this is debatable.
- The Torpedo Sphere and Suncrusher mounts could be moved up the tech tree (perhaps linked to Death Stars and Stellar Manip, respectively) so they won't show up in our design screens way before we can use them.
I'll be looking at the data files in a more organized manner now. First up is CompEnhancement. Keep up the great work !!
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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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