|
|
|
|
|
October 18th, 2001, 06:53 AM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Anyone up to making a B5 tech mod?
actually, there was not 'lots' of armor, it was fairly easy to penetrate. perhaps components should be more durable tho.. something akin to thr P&N quality system would be perfect.
what they did have were interceptors, or point defense guns that shot down not only seekers but projectile weapons. and most of the 'bLaster' (starwars) type weapons seemed to be able to be shot down by interceptors. thats partly why beam weapons kicked so much *** in B5 (i think), because you could not shoot them down.
perhaps this could be simulated by making projectile weapons very fast (speed equal to range) seekers with low (1) hitpoints, and interceptors range 1 or 2 point def that dows low (1) damage. and beam weapons very large so as only to fit on capital ships.
I think that that these features would definitly give the b5 mod a 'unique' play experience, anybody like the idea?
------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|
October 18th, 2001, 08:20 AM
|
|
Sergeant
|
|
Join Date: Aug 2000
Location: Garden-Variety State
Posts: 356
Thanks: 5
Thanked 0 Times in 0 Posts
|
|
Re: Anyone up to making a B5 tech mod?
quote: Originally posted by Puke:
actually, there was not 'lots' of armor, it was fairly easy to penetrate. perhaps components should be more durable tho..
In the B5 movie A Call to Arms, the Victory-class's armor is stated to reflect 80% of a weapon impact's energy. Sounds pretty effective to me. Of course, it WAS a mix of advanced Earth, Minbari and Vorlon tech.
The best resource for making this mod would be the game Babylon 5 Wars by Agents of Gaming ( www.agentsofgaming.com). Hmmm, did I say that already? *walks away scratching head*
------------------
L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
__________________
Hail Caesar!
L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
|
October 18th, 2001, 03:03 PM
|
|
Sergeant
|
|
Join Date: Nov 2000
Location: USA
Posts: 368
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Anyone up to making a B5 tech mod?
Thanks for the input. I've been thumbing thru the Babylon5 Wars game from agents of gaming. Pretty detailed stuff. Right now I'm working on the race files and tech trees. I'm trying to put together a list of race weapons. Then make special race tech for the Shadows and Vorlons. I'm going to redo some of the graphics for the Shadows and add in the Vorlons. If anyone wants to work on a part of this please let me know. You can reach me at atomannj@hotmail.com.
I'm am still at the earily stages so I could use all the help I can get. He is a list of things to be done.
-mapper
-tech modder
-graphic pictures of tech mod
-vorlon race
-AI tweeks for all B5 races to make them more like the show and to use new tech tree.
-Help making possible jump gate
-make a few nuetral races
|
October 18th, 2001, 03:57 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Anyone up to making a B5 tech mod?
quote: In the B5 movie A Call to Arms, the Victory-class's armor is stated to reflect 80% of a weapon impact's energy. Sounds pretty effective to me. Of course, it WAS a mix of advanced Earth, Minbari and Vorlon tech.
Problem with that armor is still the same as all the others. 20% power of a beam weapon digs a little hole, then wrecks your ship with full armor-skipping damage through that hole. A nice emissive armor effect against pulse weapons, though.
I'd suggest that you make the beam weapons armor skipping, and the bLaster/pulse type weapons do more damage per KT per combat turn.
eg:
beam I: 200 damage, 150KT, reload 3, (skip armor)
pulse I: 10 damage, 10Kt, reload 1
__________________
Things you want:
|
October 18th, 2001, 05:42 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Anyone up to making a B5 tech mod?
it might be good to do tech tree's for all races. that way you can set the costs for each race. That way you can tailor the races to only building what ships they are allowed to build. Humans get a chance of researching some shadow tech. Mimbari can research some vorlon tech. And you can set the costs at an appropriate level.
Could be alot of work but each race would be unique. And that way you can reward the older races with more powerful production facilities , ships , weapons , armour etc....
------------------
Inter arma silent leges
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|