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May 19th, 2001, 02:08 AM
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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 the solar sail itself uses "1", all others are open... I would GUESS that you could go up to 255.
But you still got a problem with the engines, you make it an either or propositon... you can have fast ships that are slow in tactical or slow ships that are fast in tactical, but not fast/fast ships... so what's the point?
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May 19th, 2001, 02:32 AM
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Second Lieutenant
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Re: Modder brainstorming session
That is the whole point, what do you give up in order to gain something.
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May 19th, 2001, 02:49 PM
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Corporal
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Re: Modder brainstorming session
quote: Originally posted by Trachmyr:
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.
But if you make set of tac engines with a range of movement from say 4 to 8 at different tech levels, each with a 5 or 10kt size it allows for fast interceptors with fewer weapons or slow bombers with more weapons.
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May 19th, 2001, 03:33 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: But you still got a problem with the engines, you make it an either or propositon... you can have fast ships that are slow in tactical or slow ships that are fast in tactical, but not fast/fast ships... so what's the point?
Slow, fast tac. ships use afterburners.
Fast, Fast ships use engines + afterburners.
how do you get a
fast, slow tac. ship? (as in 7 strategic, 1 combat?)
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May 19th, 2001, 04:40 PM
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Corporal
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Re: Modder brainstorming session
Well, there's the problem.
The only way to make different tactical and strategic speeds possible for a slow tac and fast strategic ship is to edit lots of files.
All ships would require a 'max number of engines' much lower than it is at the moment. Strategic move engines would provide both tactical and strategic movement, but ships can only get a certain amount of tactical move from their engine (note, only one engine). Change all engine tech levels to provide 5 move, 50kt, cost of 5 normal engines. All ships to have max strategic engines 1. (note this means if your engines are hit, you are toast)
Then design the tactical booster engines for ships (only one component / ship works). For balance purposes, the higher the tactical speed bonus, the bigger the booster is going to have to be (more expensive too).
Fighter strategic engines would provide 1 move for 1kt or 2 move for 3kt or 3 move for 6kt etc. a similar progression of cost / space for speed for the ship tactical boosters.
For higher strategic engine tech levels, you decrease the cost / supply usage for the engine or add another move onto it as the unmodded engines do.
If someone actually impliments this, you'll have battle line of strategically mobile heavies supported by carriers with tactically fast fighter Groups.....
It would also allow for a big difference between attack and defense ships. Defense ships could max out tactical movement, while attack ships would require strategic movement trading off tactical speed to get it.
[This message has been edited by jimbob55 (edited 19 May 2001).]
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May 19th, 2001, 07:44 PM
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Second Lieutenant
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Re: Modder brainstorming session
Unless you can assign minus combat movement to an engine I don't think you can get fast strat/slow tac without a lot of modifications, like jimbob suggested.
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May 19th, 2001, 08:22 PM
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Second Lieutenant
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Re: Modder brainstorming session
I have found the ancient galaxy to be pretty empty. When you have 225 Systems generated - alot of the time colony ships will run out of supply before finding a decent place to land.
I would think that modifying the ancient galaxy would be an easy way to create a more empty map.
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