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  #1  
Old November 27th, 2001, 12:12 PM

arthurtuxedo arthurtuxedo is offline
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Default 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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  #2  
Old November 27th, 2001, 03:56 PM

Andrés Andrés is offline
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Default 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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Old November 27th, 2001, 07:12 PM

Val Val is offline
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Default 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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Old November 27th, 2001, 07:55 PM

Andrés Andrés is offline
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Default 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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Old November 27th, 2001, 10:59 PM

arthurtuxedo arthurtuxedo is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Actually a Sovereign Class is bigger than an ISD, you’re probably talking about a Victory Class Star Destroyer.

Actually I meant the ST Sovereign, like the Enterprise E. Giving the Empire Sovereigns or Eclipses would be unbalancing, methinks.
quote:
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.

Didn't know they did that. Haven't played since v 1.35.
quote:
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.

That's true. Maybe 30% min. fighters is too much, since the 1.6 km Imperators only housed 6 squadrons, but I'd go for a 15 or 20% min. fighter limit and a 5 or 10% min. cargo limit. How's that sound?
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Old November 28th, 2001, 12:09 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I will E*Mail it either tomorrow or Thursday. It is pretty much a list of the various standard weapons with Min/Max/Avg damage values and ranges based off the board game Version (Bab 5 Wars).
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Old November 28th, 2001, 12:16 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Hi, I am new (kinda, well new to Sharpnel but not to SE4. I just left posting a reply to my pley for help. Thanks there Atrocities, you didn't get the "nail on the head" but heck, your nuke was good enough. I also am looking on an "Universal Mod". I had not really given thought to Star Wars yet, but here are my players: B5, Star Trek, Star Wars (now added), and StarFire. It is really very simple to have everyone use difrent types of ships. Ie: StarFire can have the choice to build an Explorer size hull and Star Trek a Galaxy size. The only draw-back would be the ever increasing size of the text files involved. That (to me atleast) is a very small price to pay for what I will get in play-ability. If I can help to make this dream come true than I will give it my all.
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