Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Sounds like balance is going to be the toughest issue. A group of us are working on a B5 Mod right now, and it would probably save us all some time if we head towards your goal of a fully balanced system. We have a list of quite a few weapon techs and some non-weapon techs. I'll try to toss it all in an Excel sheet on Monday/Tuesday so you can compare ranges and damage.
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