|
|
|
 |

August 21st, 2001, 10:22 PM
|
Corporal
|
|
Join Date: Jan 2001
Location: Riverside,Ca,USA
Posts: 90
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Organic armor fix
Well I am certainly willing to try it out your way.
P&N is my favorite 'tech' mod currently. Devnull used to be but I dislike so many of his current tweaks that I never play it anymore. Fixed until broken I say.
I think Living Ships need a little more bang for the buck. What is it currently 750 racial points? (I am currently having a great game with the 500 point Version. So I have not switched to the Lastest Version yet.)
How about making Living Ships cost 1000 racial points and giving OA the repair one component ability if one takes Organic as a racial trait with it? At 2500 points it would be pretty reasonable.
This would make for an interesting combo. IMHO. 
__________________
I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts. -- Captain John Sheridan, Babylon 5
|

August 21st, 2001, 10:28 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Organic armor fix
quote: How about making Living Ships cost 1000 racial points and giving OA the repair one component ability if one takes Organic as a racial trait with it? At 2500 points it would be pretty reasonable.
Actually, I was thinking of doing it the other way around, by making the LS's HOs provide armor regen of 1pt/turn.
Thus, even if all of your OA is wiped out, if you're a living ship, you can still make use of the regen you've stored up.
__________________
Things you want:
|

August 21st, 2001, 11:19 PM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Organic armor fix
Well, I have not been accounting for the current illogical behavior of the armor regeneration ability. I am of the opinion that it's going to be fixed sooner or later.  So, I presume that eventually it will only regenerate AFTER it is damaged.
Now if only the 'armor piercing' weapon concept were implemented properly. Any weapon that penetrates armor has to do SOME damage to the armor. It should not "ignore" armor unless it's some exotic like the Null-space cannon -- which ignores both shields and armor. The Shard Cannon or any other amor 'piercing' weapon ought to do a certain percentage of it's damage to armor and then the rest internally.
I like the 'internal armor' that P&N and several other mods have. But I'm a bit puzzled at the "BTG" internal reinforcement having ZERO size. Sure, it ought to be small, but at zero size you can cram as much as you are willing to pay for into a ship. This is open to abuse. You could cram thousands of 'hit points' into an escort and make an incredible ramming weapon out of it, for example. I've got "Hardened Bulkheads" in my own techs. 1kt size and 5/7/10kt damage resistance. So, you can pack 10 into the components of even a small ship and increase its damage resistance dramatically. But, it does cost something of your internal space to add them. So, you have to give up something else.
The real way this ought to be done, of course, is to have a "structure" attribute to the hull. MM needs to be more shameless in lifting ideas from MOO.  If we could set parameters on each hull type for 'basic' structure, and then have the option to reinforce it in the ship construction screen, the components list wouldn't have to be turned into a spam-fest in order to simulate a hull attribute.
[This message has been edited by Baron Munchausen (edited 21 August 2001).]
|

August 21st, 2001, 11:56 PM
|
Corporal
|
|
Join Date: Jan 2001
Location: Riverside,Ca,USA
Posts: 90
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Organic armor fix
"Actually, I was thinking of doing it the other way around, by making the LS's HOs provide armor regen of 1pt/turn.
Thus, even if all of your OA is wiped out, if you're a living ship, you can still make use of the regen you've stored up."
Why not do both and add repair too?
Actually Living ships could probally be made into its own special tech. Hatcheries for space yards. Birthing chambers for ship yards. Special living terraformers to change the enviroment. Natural but short range warp point ability. (All those warp points had to come frome somewhere.  )Lots of cool stuff. But that would be better discussed on another thread I think.
------------------
"I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts." -- Captain John Sheridan, Babylon 5
[This message has been edited by Rich04 (edited 21 August 2001).]
__________________
I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts. -- Captain John Sheridan, Babylon 5
|

August 22nd, 2001, 12:31 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Organic armor fix
quote: Actually Living ships could probally be made into its own special tech. Hatcheries for space yards. Birthing chambers for ship yards. Special living terraformers to change the enviroment. Natural but short range warp point ability.
Those are some good ideas, but I'd probably not bother making items so similar to pre-existing stuff.
I see the living ships as mostly a cyborg style thing.
__________________
Things you want:
|

August 22nd, 2001, 01:59 AM
|
Corporal
|
|
Join Date: Jan 2001
Location: Riverside,Ca,USA
Posts: 90
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Organic armor fix
Well, Living Ships could be a lynchpin for several different styles.
Depending how its combined with other techs it could be Organic, Cybernetic, or Artificial AI.
Much like Moya (Farscape), Borg Cubes (Star Trek), and Andromeda (Andromeda).
__________________
I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts. -- Captain John Sheridan, Babylon 5
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|