.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old July 29th, 2001, 02:28 PM

MKSheppard MKSheppard is offline
Private
 
Join Date: Apr 2001
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
MKSheppard is on a distinguished road
Default What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

If you look at Comp_119.bmp in your components
picture directory, you see something that
looks like a lifepod...

Lifepods were in MOO2 under a different name
, as escape vehicles allowing your ship
captains to survive the destruction of their
vehicles, and keep their experience in your
fleet.

I think that for a life-pod equipped vessel, you should get a new option: Abandon Ship, in which your surviving crewmembers
run to the lifepods and bLast away from the
smoking flaming hulk their ship has become,
becoming a group of fighter-scale craft.

If you want to keep your crew (and their
experience), you have to win the battle
or recover the lifepods before you flee.

Conversely, this could add strategy to the
game, as you could capture enemy lifepods,
and ruthlessly interrogate their crews,
learning a few new systems on the
starmap from the crew, and maybe a tech or
two if you manage to capture an engineer
(see below).

If you added a "Crew Complement" statistic
to the ship/component screen, it would be
quite useful, because you'd have a BASE
complement for each hull size, and that
would be added onto with each component
you put on, for example, a MASSIVE gun mount
would need 50 gunners to fire it, etc,
Ion Engine Is would need 50 engineers
to run, while Ion Engine IIIs would only need 15 (reduced maintenance needs and
more automation)....

This conversely, could bring about NEUTRON
GUNS...an insidious weapon that if a ship
has NO shields, kills 'x' number of crew
per turn, with NO DAMAGE to the ship, allowing you to capture an intact hulk

Comments?
Reply With Quote
  #2  
Old July 29th, 2001, 03:57 PM

Ed Marshall Ed Marshall is offline
Sergeant
 
Join Date: May 2000
Location: orlando fl
Posts: 261
Thanks: 0
Thanked 0 Times in 0 Posts
Ed Marshall is on a distinguished road
Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

All good ideas.

Unfortunately, they will probably never be implimented. Maybe SEV, perhaps. I am , however, planning on adding neutron beams to my mod. And I am making boarding actions a very important part of tactical combat right from the word go.

Imagine a space-faring race spending years trying to figure out how to board an enemy ship. That should be a tech they start with.
I've also added ground infantry....another starting tech. I'm only a few weeks into the mod, but I should have something playable in August.
Reply With Quote
  #3  
Old July 29th, 2001, 05:29 PM

MKSheppard MKSheppard is offline
Private
 
Join Date: Apr 2001
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
MKSheppard is on a distinguished road
Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

:Grins:

I added Infantry as a starting tech, along with Power Armor as an intermediate tech
you get with Small Troops (cheap alternative
and all that).

I've also added:

HOLODECKS: Increases Ship Training by 1% per
turn up to 25%. Sucks lots of supply though.
Unfortunately, I cannot make the holodecks
randomly explode, wounding your command crew
when they try to play detective mysteries, or
have holographic entities try and take over
the ship

TRAINING BRIDGE: Not tested yet. Like
holodeck above, but for a fleet. Takes up
150kt of space, so it's better to build special
"training" ships to train cadets with, rather
than putting one on each BB.

External Supply Pods I to III: Holds
about 60% of what normal Supply Compartments
hold, but takes up only 5kt of space. The downside? It acts as 5kt of armor too. Get
in a battle, and watch your external supply
pods get turned into vapor, stranding you

External DU Gunpod I to III: For fighters/troops. As powerful as a normal
DU cannon of that level, but only takes up
1kt or 2kt of space. Fires once every 30
turns, simulating the limited ammo in
gunpods.

I have more...
Reply With Quote
  #4  
Old July 29th, 2001, 08:40 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
Originally posted by MKSheppard:
HOLODECKS: Increases Ship Training by 1% per
turn up to 25%. Sucks lots of supply though.
Unfortunately, I cannot make the holodecks
randomly explode, wounding your command crew
when they try to play detective mysteries, or
have holographic entities try and take over
the ship



im not sure if this is facility only, or if you can put it on components. you should be able to have them increase the bad event chance though.

------------------
"...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.)
Reply With Quote
  #5  
Old July 29th, 2001, 11:22 PM

Ed Marshall Ed Marshall is offline
Sergeant
 
Join Date: May 2000
Location: orlando fl
Posts: 261
Thanks: 0
Thanked 0 Times in 0 Posts
Ed Marshall is on a distinguished road
Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

Also, I don't think that any component that isn't an engine or a weapon will use supplies. Then again, I'm not exactly sure, so, correct me if I'm wrong.

I'm putting external cargo and supply storage in my mod as well, and since all races will start out with armor as a tech at level one, you won't see the A.I. USING them as armor.
Reply With Quote
  #6  
Old July 29th, 2001, 11:39 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

components that you 'use' can have supply requirements. examples are cloaking and stellar manipulation (that is, at least i think they fixed it so SM uses supply)

------------------
"...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.)
Reply With Quote
  #7  
Old July 30th, 2001, 12:00 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
components that you 'use' can have supply requirements. examples are cloaking and stellar manipulation (that is, at least i think they fixed it so SM uses supply)
It definitely uses supply--so much so that you either need Quantum Cheesies or a repair ship with massive supply storage and solar collectors in the same fleet.

Since this component wouldn't be "used," you could probably just give it a supply storage capacity of, say, -2000 or so. (Don't know what would be reasonable; that's just the first number that came to mind.) I didn't realize you could put Ship Training and Fleet Training as component abilities--I thought they were facility-only. If they work on components, they should work for every ship in the same sector, according to the abilities.txt file.

------------------
"The Unpronounceable" Krsqk
Basic Tech Mod
--Basic Tech Mod v.75
__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
  #8  
Old July 30th, 2001, 12:05 AM

MKSheppard MKSheppard is offline
Private
 
Join Date: Apr 2001
Posts: 40
Thanks: 0
Thanked 0 Times in 0 Posts
MKSheppard is on a distinguished road
Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
I'm putting external cargo and supply storage in my mod as well, and since all races will start out with armor as a tech at level one, you won't see the A.I. USING them as armor.


The armor effect is a 'bonus', gained from
having the stuff on the exterior, between
the hull and space, acting in effect, as
de facto armor.
Reply With Quote
  #9  
Old July 30th, 2001, 04:58 AM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

Positive Random Event.


------------------
"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG
New Age Ship Yards
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #10  
Old July 30th, 2001, 02:03 PM

Ed Marshall Ed Marshall is offline
Sergeant
 
Join Date: May 2000
Location: orlando fl
Posts: 261
Thanks: 0
Thanked 0 Times in 0 Posts
Ed Marshall is on a distinguished road
Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
Originally posted by MKSheppard:
The armor effect is a 'bonus', gained from
having the stuff on the exterior, between
the hull and space, acting in effect, as
de facto armor.



I know that, and you know that. But, the AI doesn't, and if they don't have a better weight:KT ratio armor, the AI will design ships with external components as armor. So, if armor isn't a starting tech, you will see some weird-*** designs.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:16 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.