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Old May 3rd, 2002, 03:25 PM
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Default Re: New Mod: The Art of War Mod

Yeah D, that's an idea. I don't think I will totally eliminate ECM/Sensors, but by reducing the effectivness of them, it will give more of an incentive for people to choose the weapons with inherant bonuses. More tradeoffs like that is what I am looking for.

With the reduction of combat sensor and racial to hit bonuses, I am concerned that the Tailsman may become even more powerful. I am considering changing it so that instead of a guaranteed hit, maybe it will have like a 60% bonus to hit or something like that. It will still be way better than regular sensors, as it should be for the cost involved, but not quite so overwhelming. That's not a final decision. I need to test that a little. Perhaps I will add some Religious only weapons that do have the guaranteed hit (If that's possible that is without transfering the ability to everything on the ship) but that has a limited rate of fire. Maybe two or three times per combat.

All these ship hull ideas are great. One thing I have run up against though is the lack of families and supercedences with vehicle sizes. Unfortunatly there is no "Only latest" in the hull list, so it's going to get kind of cluttered. But oh well.

Also, since I will be slowing down and capping the ship and fleet training facilities, I will probably make the Combat Neural net researchable by everyone . Maybe put it up high in the computer branch. I think that is a cool component that just doesn't get enough use. Probably because it's so easy just to train all the ships the regular way.

Geoschmo

[ 03 May 2002: Message edited by: geoschmo ]

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