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March 4th, 2005, 06:01 AM
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Major General
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Join Date: Jan 2005
Location: In your mind.
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Re: Capship Mod
I think ships with high LS and low CQ requirement, and at least 30% or so cargo storage, as I'm not plannning to go for shipboard cargo storage for quite some time, so I'll make a dummy storage comp with the name Cryo-Chamber or something. Sleeper ships will use lots of supplies, to run the cryo-chambers, but will have good speed.
And as for cargo transfer between systems, you ask, as there will be no cargo ships soon? Simple. RLVs. Store them on on-board bays on your solar sail ships or sleeper ships and use them to traverse the warp points.
edit: note: RLVs are fighters.
edit 2: I think I'm going to make solar sail ships smaller, cheaper, shorter-ranged ships that you can use for any number of reasons for almost any purpose. I think I'm going to make the big, expensive sleeper ships the only possibility for people to colonize new extrasolar planets. I think I will make an RLV module with a colony pod, but I'm going to make the required RLV so big that you can't carry it across warp points with solar sail ships or sleeper ships. Sleepers will be your only extrasolar colonizers.
Oh and I think that while sleeper ships use lots of supplies, they will also be able to store lots of them, and later on they will use less and less, and perhaps even get QR ability, for maximum operational range. They will still be big, slow moving juggernoughts.
Hmm..... methinks of massive campaigns where you dispatch massive slow fleets of sleeper warships to a destination and that the actual battle takes place years later? (Grebulon base on Rupert anyone?) Methinks solar sail ships and RLVs will rendezvous with the fleet while it is still in your territory to give it, say, fighters or support RLVs or support SLVs that were not ready when the fleet was dispatched? Methinks of solar sail interceptors, ready to swarm sleeper warships in large numbers as soon as you see them.....
Methinks a lot.
Methinks me would like to play this mod had it been already finished and created by someone else.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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March 5th, 2005, 08:36 PM
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Major
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Join Date: Oct 2000
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Re: Capship Mod
Methinks you need an Ansible
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April 3rd, 2005, 10:03 AM
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Re: Capship Mod
.....does anybody know if you can have "area-of-effect" warheads? I mean adding damage at range 2 as well, so that if you ram an enemy ship any ships directly adjacent to it will be damaged as well.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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April 3rd, 2005, 04:47 PM
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General
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Join Date: Feb 2001
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Re: Capship Mod
Quote:
Strategia_In_Ultima said:
.....does anybody know if you can have "area-of-effect" warheads? I mean adding damage at range 2 as well, so that if you ram an enemy ship any ships directly adjacent to it will be damaged as well.
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No, that's not possible.
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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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April 3rd, 2005, 06:07 PM
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Shrapnel Fanatic
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Re: Capship Mod
I highly reccommend NOT forcing the user into choosing pre-made interceptor/superiority/bomber fighters.
Let the component stats speak for themselves, and let the I/S/B/other classifications fall naturally.
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