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May 18th, 2001, 02:21 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: Modder brainstorming session
I know, but he wanted Ideas, so I thru one out. Here's another:
If you feel (as I do) that fighters shouldn't be able to just sit indefinately on a WP (how would you like sitting in a cramped cockpit for months on end!), just make the fighter lifesupport use supplies! I am also toying with the idea of making ALL life support use supplies, although not much.
And just out of curiosity (although changing this would affect game balance to much IMO), why is it that a Light carrier @ 800kt (AND lots of pilots to support) needs only 1 Lifesupport/crewquarters, while a Large Transport (consisting of mostly unmanned storage space) @ 900kt needs _3_ lifesupport/crew quarters?
WOW!!! can you say "run-on sentance"?
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May 18th, 2001, 03:25 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Modder brainstorming session
Understand.
Will the lifesupport use supplies every turn? If so that is a good alternative to modifying the fighter engines, although I know someone will find a work around, we're such devious buggers  .
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May 18th, 2001, 03:53 PM
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Corporal
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Join Date: Jan 2001
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Re: Modder brainstorming session
For making tactical fighters change the fighter hulls to allow 1 engine max.
Only have 1 type of fighter engine for strategic move then a series of 'Tactical High power engines' which are effectively 3 or 4Kt afterburners with bonus tac move of 2, 3, 4, 5 etc. Interceptor tac engine gives 9 move, takes 10kt or whatever.
This would allow for VERY fast reduced armament interceptors or heavy armed slow fighters....... Both of which would require a carrier to make significant strategic moves.
Adjust the supply cost so that a fully loaded heavy fighter can only carry enough supplies for 2 tactical engagements (30 moves + say 20 shots of an expensive weapon).
Giving bases movement on the strategic scale makes them count as ships as far as score is concerned.
The workaround for fighter resupply is the same as the workaround for resupplying ships: Build a dedicated supply frigate with either solar panels / quantuum generator or lots of supply storage and fleet them with the fighters (effectively a fighter tender rather than carrier)
[This message has been edited by jimbob55 (edited 18 May 2001).]
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May 18th, 2001, 04:41 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Modder brainstorming session
quote: However, I don't see any reason why Psychic sensors would ever be able to detect mines (after all, what brainwaves would they be picking up???)
Psychic tech involves more than just mindreading by telepathy. They could spot mines via clairvoyance or remote viewing.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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May 18th, 2001, 09:42 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Modder brainstorming session
quote: Psychic tech involves more than just mindreading by telepathy. They could spot mines via clairvoyance or remote viewing.
Uh oh. Bad direction here 
We need some excuses for how to hide ships from psychics, but the psychic tech just gets more powerful!
How about some sort of mental static generator, flooding space with psychic noise like in the end of the foundation series?
Should psychic sensors be population? Perhaps just a level 1 Psychic sensor could be added to the crew quarters of a psychic race, and higher levels require an amplifier or dedicated group of people.
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Speaking of population, I have 1kT troop hulls called "drop pods", and have Religious/Organic crossover 1kT component "Bio-engineered fanatic" that acts as a troop cockpit and has 5HP, and a 5 damage DUC built in.
I want to have a cheap "militia" unit to fit in the drop pod, which would be like throwing your population at the enemy force 
Problem is I don't want them to be used with the full size troops. The commando/fanatic looks OK as a pilot, but a militia piloting a tank dosen't seem right.
Any Ideas?
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As for the engines... any ideas on how to get strategic movement without tactical movement??
[This message has been edited by suicide_junkie (edited 18 May 2001).]
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May 18th, 2001, 11:52 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Modder brainstorming session
Well, to hide from psychic sensors in my mod you need either a Spatial Cloaking device (only available to those with Spatial Mechanics) or a Psychic Shield (only available to Psycic tech... but CAN be stolen!)... a Distortion Cloak will block the lowest level psychic sensor. I allow psycic snsors to be the most powerful sensor, but they are one of the biggest/most expensive.
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May 18th, 2001, 11:58 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Modder brainstorming session
Oh, about afterburners (Combat movement)... you got one big problem with them, only the higest value is used... they DON'T add together (unless this was changed in the Last patch, but I don't think so)... so if you got 5 Tactical Engines each with a combat move of 2, you'll only get a combat speed of 2 NOT 10. Sorry for the bad news.
P.s. You should know that the ability used for solar sails can be added to other things, their are two values given for that ability, one is the speed bonus the other is a unique identifier... you only get the highest bonus from EACH identifier, thus you can make several componets with that ability and their effect can add together (but only 1 is effective for each type = identifier)
just a FYI
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