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Old March 23rd, 2004, 09:47 PM
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Ed Kolis Ed Kolis is offline
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Default Re: New SJ mod

Any reason the Science Lab component require unreachable levels of Applied Research tech?

You changed the description of the Master Computer I, but not the II or III... and are they that much better than regular crew quarters, anyway?

Your hulls ought to have some backup pics - the general hull 2000 uses DreadnoughtHeavy as both its primary and secondary pics, so what if the player has no NeoStandard ships?

1kT armor? With THAT many hitpoints??? You don't seriously expect us to click hundreds of times on the armor icon for each battleship we design??? How about some armor mounts... maybe a 10x cost, 5x hitpoints "Heavy Armor" and a 100x cost, 25x hitpoints "Ultra Armor"? (Similar to Adamant's armor only using mounts instead of separate components for the different levels of armor) Of course with those kinds of armor you would probably want to reduce the hitpoints per component of armor so it doesn't become nearly impenetrable like it is in stock SE4...

No multi-colony modules yet? They'd really cut down on micromanagement? How about the Colony Tech Mod?

"Plasma Lance" is not capitalized properly... but ooh, those are some cool sounding troop weapons!

Torpedoes say their to-hit bonuses come from "continuous fire" instead of tracking ability!

But you know, those weapons are EXACTLY what I've always wanted to do with a mod!

Ion weapons sap shields? It's believable but not consistent with their behavior in SE4... and neither is it consistent with the Ionization Beam's description! Speaking of which, those ion weapons also look rather weak, given that they damage only shields... or are shields that much weaker in this mod and ion weapons are designed as specialty weapons for boarding ships?

edit: No "engines only" or "weapons only" or other special damage types like that yet?

[ March 23, 2004, 19:48: Message edited by: Ed Kolis ]
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