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  #1  
Old March 8th, 2001, 08:53 PM
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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

Re: jaylord's suggestions about armor -

Rather than setting a minimum amount of armor for each size, how about making armor's ability to absorb damage a percentage of the hull tonnage? i.e.:

1 Armor I component = +10%

1 Armor I on an Escort = 15kT damage

1 Armor I on a Frigate = 20kT damage

etc.



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[This message has been edited by capnq (edited 08 March 2001).]
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  #2  
Old March 8th, 2001, 10:58 PM
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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

quote:
'Empire-Wide Go-Juice' facility.

Perhaps it takes up 75 Facility slots? That would make it really expensive (ie. cost of the sphereworld/ringworld)

quote:
Saner armor and engine systems!!


Definitely, emissive armor needs to be like in SE3, (Reflects the FIRST Xpoints of damage)
As for needing X armor components to cover a ship, just think of it being spread really thin. One armor (40 hp) on a DN is worthless defensively, when you have 2000 shields.

Consider: two escorts fighting with one weapon each. That armor takes two hits & so Lasts 3 rounds (without perfect accuracy)

If we had DNs instead, the armor would be destroyed by the first hit (large mount) and the DN would proceed to fire three or four more large mount shots into you.

The same amount of armor is useless on DNs
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Solution for the engine problem:
Set the engine components to provide 150 normal (not bonus) movement points.
Now, set each hull to require its mass in engines per move.

Thus, an escort would require 150 engines per move. While a destroyer requires 300 engines per move.

So, four engines on an escort (4x150 movement) gives 600 movement points. Since the escort requires 150 engines per move, It ends up with 600/150 = 4 movement points.

On a destroyer those 4 engines & 600 points are divided by 300 engines per move, and 600/300 = 2 movement.

Thus, the destroyer, at twice the mass move at half the speed, using the same number of engines.

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I would like an option to auto-launch space units into orbit, so they don't clutter up my planet & I don't have to micromanage

I would also REALLY like shields to stack properly. Mixing phased and normal should give you TWO separate layers of shields, not one non-phased shield layer
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Old March 9th, 2001, 12:08 AM

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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

quote:
Originally posted by suicide_junkie:
'Empire-Wide Go-Juice' facility.


>Perhaps it takes up 75 Facility slots? That would make it really expensive (ie. cost
>of the sphereworld/ringworld)

That would do nicely. I have only seen facilities use 1 facility slot. If you could enforce this, you could create a 'super-duper' facility and balance the costs and the effects.

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  #4  
Old March 9th, 2001, 12:24 AM

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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

Code so that you can make settings in ComponentEnhancement.txt to make heavier armor for various size ships. That would make armor a little more 'sane' IMHO.

Also something so you can make weapon mounts for seeker weapons that affect the seekers.

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  #5  
Old March 9th, 2001, 02:23 AM

Marty Ward Marty Ward is offline
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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

I would like to see the victory conditions modified so each race could pick their own victory. One race might pick to just survive, one might pick a high score etc. There would have to be some minimum numbers and you should also have to meet your conditon for a set number of turns in a row, unless of course you pick conquer them all!
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  #6  
Old March 9th, 2001, 02:24 AM
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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

I would like to be able to filter out all planets that are not in systems that I claim when I am searching for planets to colonize and a settign to inforce that the Minister colonizes all my moons and planets before sending ships to other unclaimed systems.
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  #7  
Old March 9th, 2001, 04:15 AM
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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

quote:
weapon mounts for seeker weapons

You can already make a seeker mount, just copy an existing mount and change the setting from "direct-fire" to "seeker"

NOTE: as of 1.27b, the extending range mounts was messed up for seekers, in that the missiles could be fired from extended range but would still fizzle after moving their original range.

Changing that same setting from "direct-fire" to "none" will allow you to mount armor, but unfortunately, also allow you to mount your bridge/engines/shields/everything. Making things larger is probably not in your best interests for anything other than armor though... it could work.

------------------
Lots of good ideas, everybody.

I think I'll add that armor mount thing to my mod.
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