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Old February 1st, 2002, 05:16 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

TerranC: You've got some good ideas, but no implementation experience. For starters, read the ability.txt .

- The tri-cobalt you describe would never be used. Make it 7x the damage, same size launcher, but one shot per combat, and there will be some use for it.
- All the "one sector away" things will never happen, and you can't tractor you own ships. however, the multifunction abilities can easily be done.
- Also, stay away from any construction ability on minor components. You can only have one per ship, and will be able to build full size ships, not just units.
- Repairs are always perfect. Components are all or nothing in SE4. Anything you can build can be repaired anywhere, except for emergency propulsion & supplies, which are hardcoded to require a full-fledged space yard.
- For the warp core, I would suggest letting it store a year's worth of supplies, rather than generating supplies. Describe it a package deal with some antimatter pods .
- Computer: everything but the +2 is possible.
- EPS: can't reduce hull strength unless you give it negative hitpoints, and Last I checked, SE4 chokes on stuff like that. Try this one out yourself with the latest Version
-Shuttle bay & engineering: spaceyard dealy as above.
- Deflector: harsh reality time.
- Holodeck: that ability would spread to other ships in the same sector, unless you mean a fixed, one-time boost. In that case, make it a 3% bonus for to-hit offense & defense.

Mostly great stuff, I just had to point out the problematic points. Very impressive overall.


+++++++++++++++

These should be a good start for the trek defenses:
Obviously, shield tech should be cheaper/faster improvement than armor tech.
Also, note that having lots of trek shields does not make you invincible. Once the initial 100% resistance is worn down and the crystalline starts to kick in, then the shields only block 50% of the damage. This then rapidly decays to zero as the generators get smashed for being "armor".

Name := Ablative Armor I
Description := A multi-layered material designed to selectively vaporize during weapon impacts, carrying energy away from the hull.
Pic Num := 211
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := All
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 5301
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 0
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is hit before most other components.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None

Name := Trek Shield Generator I
Description := Generates an intense, but localized gravitational distortion, disrupting incoming weapons fire.
Pic Num := 211
Tonnage Space Taken := 10
Tonnage Structure := 25
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := All
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 5401
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 0
Number of Abilities := 4
Ability 1 Type := Shield Generation
Ability 1 Descr := Can withstand upto 50 ADU before weakening.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := Can withstand upto 20 ADU impacts without significant damage.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Shield Regeneration
Ability 3 Descr :=
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0
Ability 4 Type := Armor
Ability 4 Descr :=
Ability 4 Val 1 := 0
Ability 4 Val 2 := 0
Weapon Type := None

Edit for clarity.

[ 01 February 2002: Message edited by: suicide_junkie ]

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