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September 24th, 2001, 08:02 PM
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Captain
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Re: New mod, looking for ideas
Ok, new info:
As stated fighters will have no shields whatsoever. Shields will be a ship defense thing (going along with the whole ships are mainly intersteller transports/heavy guns platforms)
shields will still generate aroud 1000 (maybe lower once I actually finish shielding) shield points (one per ship) then there will be shield enhancer comp (very very large) will be available. This will beef up shields big time (shield dusrupters will still be in) There will be no shield regenerators, regen disrupts the whole view of shields in the mod. Armor will play a major role.
Ships will have a lot less importance in space combat (you could make a massive battleship, but in the end it would probably lose out to a carrier) Fighters will have really good offense/defense bonus so it will be really hard to hit fighters with anything but other fighters and flak cannons (pretty week)
Armor will be a lot more prevelant. A lot. Probably going with three types of armor:
10 space 20 hp
1 space 15 hp
5 space 18 hp
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September 24th, 2001, 09:19 PM
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Lieutenant General
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Re: New mod, looking for ideas
quote: Originally posted by ZeroAdunn:
10 space 20 hp
1 space 15 hp
5 space 18 hp
holy rusted metal, batman! what are the resoure costs on those things?
edit: im guessing repair is a big part of the mod as well. if shield generators give 1000 points each, what does the booster give? 5K? what are the mainstray of weapons, and can their resource consumption Last them thru more than one battle?
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
[This message has been edited by Puke (edited 24 September 2001).]
[This message has been edited by Puke (edited 24 September 2001).]
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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September 24th, 2001, 09:24 PM
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Captain
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Re: New mod, looking for ideas
It depends, haven't decided yet. Probably cheep, maybe equall to the hit points. Why?
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September 24th, 2001, 09:31 PM
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Lieutenant General
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Re: New mod, looking for ideas
it just seems that at those numbers, no one would take the 10KT armor, and if they had very good repair ships traveling with the fleet, they might not even take the 5. If you are sticking with those numbers, i would consider makeing the resource cost porportional to a power or multiple of the protection value, to ballance out the less efficient armors a bit more.
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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September 25th, 2001, 05:47 PM
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Brigadier General
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Re: New mod, looking for ideas
Planet WP's should have larger shields, more and heavier armor and gun mounts with farther distance then ships.
Since they are planet bound, they wouldn't have the space limitations of ships. I know one of the other mods, (can't remember off hand who's) increase range of planet bound WP's so seekers couldn't just sit off and glaze a planet. This is one area that should be patched in SE4, planets should make you pay to take them out. Don't make your anti ftr PD's to weak or your ftrs will be to strong and take away from the game. Maybe look into anti-ftr seekers, short range, Ships costly ok, but it sounds like your making it into a ftr vs ftr mod. If you can't afford large ships, then your ftrs have no one to fight except other then ftrs the majority of the time. You need the ships, what you might want to do is keep cost down on say up to BC's, BB's, DN's, BS',
cost more long time to build but butt kickers. this way your fleets would have Task forces built around a few of the heavies
just some ideas mac
[This message has been edited by mac5732 (edited 25 September 2001).]
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just some ideas Mac
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September 25th, 2001, 08:47 PM
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Re: New mod, looking for ideas
I see your point about the armor. I will go in reverse hitpoints order. the easiest to repair will cost 10, the next 13, the next 16. (trust me it adds up)
Secondly I am making repair yards a little larger. Possibly more expensive too.
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September 25th, 2001, 11:41 PM
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Shrapnel Fanatic
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Re: New mod, looking for ideas
quote: 10 space 20 hp
1 space 15 hp
5 space 18 hp
easiest to repair will cost 10, the next 13, the next 16
That gives you:
<Armor>: <protection>, <cost>, <repair rate>
10KT armor: 2.0 hp/KT, $0.5/hp, 160 hp/turn
5KT armor: 3.6 hp/KT, $0.72/hp, 144 hp/turn
1KT armor: 15.0 hp/KT, $1.06/hp, 120 hp/turn
You definitely need to boost the protection Ratings of the big armors, or lower the 1KT armor.
- the 10KT armor has the same hitpoints as an engine!!!
- the 5Kt armor is twice that, but still won't have much effect defensively.
- the 1KT armor is unnaturally strong (relative), with no penalties at all.
Also, if the point of the small armors was to make them harder to repair, you haven't accomplished that yet.
- I suggest that you decide what HP/KT rating you wish to give the armor, then decide what the cost to repair should be.
Then, Size is proportional to 1/ <repaircost>,
and Hitpoints = <size> X <HP/KT rating>
P&N has:
10KT: 5hp/KT, $1/hp, 400 hp/turn (Tech level 3)
3KT: 8hp/KT, $3/hp, 192 hp/turn (tech level 6)
1KT: 14hp/KT, $2/hp, 112 hp/turn (tech level 11)
EDIT: reworded, since it seemed a bit ... "aggressive".
PS:
quote: shields will still generate aroud 1000 (maybe lower once I actually finish shielding) shield points (one per ship)
You've got the "One per vehicle" restiction in mind for this, right?
[This message has been edited by suicide_junkie (edited 26 September 2001).]
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