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November 27th, 2001, 06:50 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Going the other way doesn’t sound good. You’ll end up with everyone else moving too slow in strategic, or everyone moving too fast in combat.
A warp opener would be too much and leave lots of opened wps. Too bad that those auto-collapsing wps are impossible.
I like the idea of the emergency mov pods, and think it’s our best option. Using it would represent the “jump”. Too bad that now they can’t be repaired. Would it work if it gives more movements than the normal movements of the ship?
Wouldn’t it be great to have a controlled Version of that event that moves your ship to a random location?
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November 27th, 2001, 07:42 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
What about giving the Starwars tech special ship sizes that only allow for two or three engines but have a special component like a regenerating emergency propulsion pod that generates a high strategic movement or something for a "hyperdrive". That would be slow tactically but fast strategically.
Leaving warp points all over the place would be like Borg transwarp conduits.
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November 27th, 2001, 08:39 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Would it work if it gives more movements than the normal movements of the ship?
Yep. When you pop the pod, you can get 7/2 movement, or 11/6, whatever.
If you go into combat, however, you will lose any movement over the max, and will leave combat with at most, one less than your max.
quote: regenerating emergency propulsion pod
Just give the ships a space yard with zero production rate.
The only problem is that the ships can then retrofit and scrap & stuff. If you only allow it on capital ships, that's reasonable.
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November 27th, 2001, 12:12 PM
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Corporal
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
How about this? SW gets an emergency pod that generates a lot of movement, and a repair bay that repaires 1 component per turn and weighs and costs nothing, but only 1 can be mounted on a ship. If the hyperdrive is not used in a turn, it would repair something else, and that would be cheating, but I can't think of a better solution.
[ 27 November 2001: Message edited by: Gritsucker ]
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November 27th, 2001, 03:56 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Not to even mention the Executor and its ilk. We should probably fudge them downward a bit. Have a Sovereign equal maybe a battlecruiser, and an Imperator equal a dreadnought?
Actually a Sovereign Class is bigger than an ISD, you’re probably talking about a Victory Class Star Destroyer.
quote: How about this? SW gets an emergency pod that generates a lot of movement, and a repair bay that repaires 1 component per turn and weighs and costs nothing, but only 1 can be mounted on a ship. If the hyperdrive is not used in a turn, it would repair something else, and that would be cheating, but I can't think of a better solution.
Yes, that’s what we were thinking about, but since Last mod emergency pods can’t be repaired. That was to prevent the supply pod cheat, but was extended also to the mov pod. Only space yards can repair them, that’s why s_j proposed a 0 building (built-in?) space yard.
Maybe giving them ships 120-150% larger than normal, normally slower, but extremely fast when using their mov pods (too bad AI doesn’t seem to use them).
Also most large capital ships are all in one, attack ships, carriers, and troop transports, maybe we should make them all semi-carriers, with a 20-30% minimum fighter bays.
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November 27th, 2001, 07:12 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Originally posted by Will:
So there is such a thing as a cloaking device in StarWars, just not on a ship that small.[/QB]
They had mentioned cloaking devices on a Super Star Destroyer prototype in some old Star Wars lit in between the release of Empire and Jedi. They also mention it in the Star Wars Role Playing game as far back as first edition and of course it played a big part in the Heir to the Empire trilogy by Tim Zahn (as mentioned by Chewy027). There just appears to be one massive constraint on cloaked vessels, the cloak requires a LOT of power and space and cost a bundle.
Also, I have some workups on the B5 weapons (in an Excel sheer) that we were going to use in the B5 Mod. Does anyone have something similar for the other two mods that we can use to compare/balance?
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November 27th, 2001, 07:55 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I'd tell you to post that excel file as an example, but since attachments don't work yet can you please email it to me?
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