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Old April 30th, 2002, 03:41 PM

Bman Bman is offline
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Default Re: New Mod: The Art of War Mod

You might as well incorporate different cloak types at different levels...for example, cloaking devices that only block 1 or 2 types of sensors. So if you want to be invisible to the entire spectrum you must carry several different devices (that required different research) and likewise if you want to detect all possible cloaked ships you must have researched/built several different sensors.

Armor - Regular armor is really not viable in the longterm: It's damage/kT ratio is lower than shields and it requires repairing after combat. I have always thought it should have a better damage/kT ratio than shields *because* it needs to be repaired. Hopefully armor can be improved so that there is a real choice between shields and armor in the mid to late game.

By that same token, I cannot think of any non-racial armor-skipping guns except for the null-space cannon and of course the special weapons (engine/weapon/computer killing). The problem with nullspace is that it skips shields too. It would be nice to have some more armor-skipping weapon choices. They should be at least as expensive as PPB's. And consideration must be made for crystalline/organic races. If everyone gets armor-skipping weapons real easy then these races would suffer. Perhaps do as others have done and remove the "Armor" ability from Crystalline/Organic armor and make them act like regular components and make them have higher damage/kT ratios. This way, they will not block every shot, but when they do block a shot they are more effective and they are also immune to armor-skipping weapons. In fact, it would be nice to have some Versions of "regular" armor that do not have the Armor attribute. This gives you a "bread and butter" choice: Do you want armor that always gets hit first but is vulnerable to armor-skipping weapons? Or do you want armor that does not always block the damage, but is not vulnerable to armor-skipping?

Engines: Make Versions that give different amount of supplies or use different amounts when used. This will give you a choice between range and speed. Also, make more Versions that are "heavily shielded". This gives a choice between speed and/or range vs survivability esp. against engine-killing weapons.

Well, those are some ideas off of the top of my head. I am not a modder though so take it for what it is worth.

quote:
Originally posted by geoschmo:
As a spinoff to our discussion about SEIV strategy, I am going take a crack at modding some of these ideas.

The goal of this mod will be to offer players a few more choices in ship design and tactics. I am not one who thinks the game has only one right answer, but I will admit that as the game goes on the choices that have any legitimate chance at success get narrower. I want to hopefully tweak some of the weapons that become obsolete so that they can retain there usefullness longer into the game. I'd also like to try and offer the player some "Guns or Butter" choices so that the game is not strictly a matter of a race to the best ships.

The first decision I made was that I would be conceding the AI. Primarily this is becasue I have never been very good at tweaking them, and they are always the lion's share of the work in any mod I have ever contributed too. They have to be adjusted every time a new patch comes out, and in many cases they prevent some good ideas from even being attempted, because they just aren't capable of using some techs properly. Because of this this will be a strictly multiplayer mod. In fact I will be building the No AI Mod into this mod so one of the goals will be to get the AI to do nothing in the event you miss a turn in a multiplayer game.

More details to follow. If you have any suggestions by all means feel free. I wont promise I will use them, but I will listen.

Geoschmo

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