Should of done this in one post, sorry about that AT.
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Atrocities said:
I was wondering, mainly because I lack indepth knowledge of how SE V works, if the ability "One per Empire" is present?
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As before this is a scope and the one per, two per, etc restrictions are history. There are other ways to make this sort of restriction depending on what you want.
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I would also like to see the ability "Can Fire While Cloaked." This ability could be used to facilitate a new breed of ship class much like a modern day submarine navy.
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Nice idea but how would you attack the subs? I don’t see how depth charges could be made.
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Having the ability available to give a ship the power to fire its weapons cloaked would inspire a great degree of creative and imaginative modding possibilities.
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And headaches, don’t forget the headaches!
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While I am uncertain as to how many people have actually adopted many of the ideas that I am about to list, I am certain that great minds do think alike that most are already in play.
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If that’s true why am I here? I’m not great, heck I’m not even sure I
have a mind.
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Each hull size would have specialized abilities such as better armor than any other class, better shields, longer range weapons, faster engines, more maneuverability, greater weapons capacity, better stealth, specialized "only this hull" cloaking, "only this hull" cloaking detection, superior electronic warfare technology, etc.
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This can be done! Not sure about all of it.
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The ability to separate standard movement from combat movement is vital to the success of any fighter based superiority modding concept. In SE IV, and I am not sure if this is so for SE V, standard movement does give combat movement thus a ship will always have combat movements even if the modder does not desire them or wishes to severely limit them.
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With SE5 you can set the two separately and you don’t even need to make separate abilities, engines or what not. You could set the engines per movement of (for example) small fighter to 1 point per engine then set the movement in combat to 2 points per movement point. In other words your out of combat fighter moves at speed 8 but it can be set to move at speed 16 or more with the change of one line in the vehicle sizes text. I used this to control the speed of my fighters; they need less engines but get faster.
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Fighters should be very fast compared to capital ship. So in combat they should move away from the capital ships with great speed and determination. Fighters should be by their very nature deadly to larger ships thus fighter on fighter tactics and strategies would be required.
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The great speed sure, the great determination? Pilots are pretty fickle, maybe if someone offers to make a beer run for them. I know how dry my humor so why do I insist on torturing everyone here with it? Sigh, the strategies could be set and if the fighter components are right this would certainly work. I think my TC will hit this very close to what you are going for.
Ok that is enough for one post, time to get some cookies!