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November 27th, 2002, 10:25 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
For simulating shapes and surfaces of ships in mods:
Make all "internal" components have the cargo ability (amount-zero)
Make all "surface" components, such as weapons, engines, and fighter launch bays NOT have the cargo ability. (Fighter storage would have to be separated from fighter launch components)
Add a cargo % restriction to every hull size.
The actual value would depend on the shape and size of the hull.
For a simple shape like a sphere, the cargo % would be high. For a complex shaped ship with wings, skinny sections, and open areas, the requirement would be much lower.
Relating this to the TNG-mod:
Think of various ships in the TNG universe.
A romulan warbird is very open, with the wings and such. The only blocky area is the bridge-section. Such a ship would have a cargo requirement of somthing like 5%
A borg Sphere, on the other hand, is mostly internal space. In fact the sphere shape has the least surface area for the most volume.
It would have a cargo requirement of something more like 60% Fusion cubes would be even worse.
The fancy shapes and high surface area of the standard ships allows them plenty of room for weapons and other such things that need to poke through the hull.
The borg cubes, on the other hand, have a lot of internal volume that can't be used for weapons or other surface objects!
[ December 11, 2002, 04:45: Message edited by: Suicide Junkie ]
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November 28th, 2002, 01:03 AM
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General
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Join Date: Apr 2001
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
SJ, you are simply a genius at modding SE4! I hope that talent pays off in the real world
To add to your idea, though, how about giving all "surface" components the Armor ability so they get hit first, thus protecting the inner components and possibly balancing the two ship styles?
Then you could also say that bigger ships a greater proportion of internals than smaller ships do, and really get fancy! Maybe you could make the different hull types separate tech areas, as well - after all, it is a different kind of engineering to hold together a spindly Excelsior class cruiser or X-wing fighter than is is to build a sturdy Borg cube or Death Star!
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November 28th, 2002, 01:13 AM
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Shrapnel Fanatic
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
You know, I just might have to steal that idea for Adamant mod...
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November 28th, 2002, 01:52 AM
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Colonel
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
An interesting idea you have there, SG.
Would love to see it implemented.
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November 28th, 2002, 03:15 AM
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National Security Advisor
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Join Date: Oct 2001
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
This is similiar to how ships were built in SE:III.
One nitpick is that the main parts of a weapon may be in the hull and not directly mounted on it. One might also argue that a Borg Cube is so large, there is still more surface area than any other ship.
It's still a cool idea though.
[ November 28, 2002, 01:17: Message edited by: Captain Kwok ]
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November 28th, 2002, 04:05 AM
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National Security Advisor
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
Quote:
Originally posted by Ed Kolis:
...To add to your idea, though, how about giving all "surface" components the Armor ability so they get hit first, thus protecting the inner components and possibly balancing the two ship styles?
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Hmm, except then it would have the same logical error that the "hit first" armor suffers from in SE4 - it ALL has to be destroyed before ANY non-hit-first components are. So there is no way to penetrate armor - it all has to be completely vaporized first. Which, is entirely not how actual armor works. Which is why I modded armor the way I did in Proportions mod.
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