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  #1  
Old May 17th, 2001, 01:08 AM
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Default Re: Modder brainstorming session

quote:
Originally posted by evader:
how about modifying sensors to detect mines




do-able. there are multiple sensor types available, we could give mines a specific cloaking ability and reserve the others for ships, change gravetic sensors to pick up the mines, and make them useless for ships (i.e. remove gravetic cloaking from cloaking components, or raise it to something over whatever the maximum mine cloak level would be)

how about a mod that fleshes out all the cloaking components to make that more of a game? i guess the AI would have a hard time with it...

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Old May 17th, 2001, 01:16 AM

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Default Re: Modder brainstorming session

SJ:
Can you explain the deflector shield idea a bit more, maybe with a combat example? It's been so long since I've played MOO that I've forgotten. It sounds highly interesting though.

I really like the different engine types idea also. Reminds me a lot of Stars! engines.

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  #3  
Old May 17th, 2001, 01:22 AM
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Default Re: Modder brainstorming session

Here we go! Let the ideas flow!

quote:
give mines a specific cloaking ability and reserve the others for ships...the AI would have a hard time with it.
So, what kinds of things would each of the other cloak/sensor types do?

Psychic: master computer gives a max level cloak (any crew aboard go into cryo-hibernation for cloak, so they don't spew brainwaves )
- all cloaking devices should have psychic cloak lev 1, so you NEED the computer to hide.
temporal: an all-seeing, but much more expensive tech? How could it be realistically/believably stopped?
active/passive: how about active level "x" requires passive level "x-2" (to detect faint return signals) and/or long range sensor tech? Different cloaks could be stronger VS active or stronger VS passive.
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Old May 17th, 2001, 01:27 AM
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Default Re: Modder brainstorming session

quote:
Can you explain the deflector shield idea a bit more, maybe with a combat example? It's been so long since I've played MOO that I've forgotten. It sounds highly interesting though

I only managed to play a quarter of a game of MOO original, but from what I gathered, the deflector shield reduced damage to your ship by x points per hit.

The crystalline effect will keep your shields always at 10 points, so every hit gets reduced by 10 points of damage!

shields start at 10, you get hit for 30. shields block 10, you take 20. crystalline boosts shields to a max of 10. repeat ad nauseum, or until deflector shield gen is hit

in moo: laser hits for (random 1,2,3 damage) 3 damage. Shield subtracts 1, you take 2 damage. repeat


[This message has been edited by suicide_junkie (edited 17 May 2001).]
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Old May 17th, 2001, 01:33 AM

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Default Re: Modder brainstorming session

Ah, ok, much like what emissive armor is supposed to be like. Cool idea. Only problem I see is that once you do more than 10 points (or however many the component has), wouldn't the component be destroyed and no longer regenerate?

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  #6  
Old May 17th, 2001, 01:39 AM

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Default Re: Modder brainstorming session

No, because it's not armor.

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  #7  
Old May 17th, 2001, 01:40 AM
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Default Re: Modder brainstorming session

So, how about those cloaks & engine suggestions?

quote:
Ah, ok, much like what emissive armor is supposed to be like. Cool idea. Only problem I see is that once you do more than 10 points (or however many the component has), wouldn't the component be destroyed and no longer regenerate


Ah, but you see, the component is not armor, so it could survive many hits by hiding behind other components!
These things could replace shield generators in a low-tech-feel mod (b5 or similar).

Once the generator is hit, though, it would die like any other shield generator.

[This message has been edited by suicide_junkie (edited 17 May 2001).]
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