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  #1  
Old December 6th, 2001, 04:31 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Fighters will be amplified 1000 times so a 1 ton in a fighter will becom 1 kt in seiv.
Watch out for that bottom end. The very minimum size for a fighter in SE4 would be 5-6 KT, enough for cockpit, lifesupport one weapon, one engine.

Remember that you don't have to have the fighters "mass" in SE4 be smaller than ship "mass".

Since fighter and ship components are quite separate, you could have ship masses range from 120 - 60000 KT, and fighters from 50-600 KT (same as 5-60KT normally). Then you get the full SE4 design flexibility on your fighters without the fact that everything is measured in integers becoming a problem.
Multiplying all fighter stuff by 10 won't affect anything else, and you can then offer more design flexibility, by including some "fractional-KT" parts for fighters.
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Old December 6th, 2001, 06:36 AM

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

quote:
Watch out for that bottom end. The very minimum size for a fighter in SE4 would be 5-6 KT, enough for cockpit, lifesupport one weapon, one engine.

Yes I know the smallest fighters I believe are the trade fed droid fighters, I estimate about 5 tons in "real life" and 5 kt in the game. One of the reasons they can be so small is that they replace the cockpit+life support with somekind of master computer.
quote:
Remember that you don't have to have the fighters "mass" in SE4 be smaller than ship "mass".

That could be confusing, and I don't see we need to do that by now.
And biggest fighters should not be much bigger than about 80 tons. Uless you calssify some almost 100m long trek ships like fighters as they sometimes do.
But yours is a good idea we can use if we can't get all fighter components tonnage right.
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Old December 6th, 2001, 07:17 AM

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

"Multiplying all fighter stuff by 10 won't affect anything else"

Except for the number that can be stored on a carrier/planet.

And if you change cargo space, than you can carry that much more troops, population, mines, sats, weapons platforms..

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Old December 6th, 2001, 04:28 PM

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

Here's an .xls file with my estimated "real" and seiv tonnage for all ship.
Some of the values may need to be revised, please correct any value, but I think that the scale is working fine.

http://se4kdy.cyberwars.com/files/sc...es&tonnage.zip
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Old December 6th, 2001, 09:17 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Make that "unit stuff" then. We could probably use fractional components on troops, especially the infantry.
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Old December 7th, 2001, 06:55 AM

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

suicide_junkie again, that sounds like a good idea but not what we need right now. Maybe it can have some use in your P&N mod.
I think we’ll probably add infantry since most of the races use some kind of footsoldiers, but I was thinking about something similar to the sw-mod and combined with a “handheld weapon mount”


Some races have only 1 or 2 known ships, we may need to add a few more variations.

We haven’t discussed about movement yet. Standard or newtoninan? If every race is going to have exclusive vehicle sizes and engines, every one can have a different methods if resulting movements are logic.

Now that the basic vehicle sizes are done, I’ll try to make the weapons. I didn’t crosscheck but B5 weapons in Val’s xls seem to be the same ones that in BabylonTrekWars site.
Since BabylonTrekWars adds weapons for all sci-fi somehow balanced, that would be my choice. Now I need to find a way to convert those rpg like values into se4 and add other data such as tonnage to complete the comps.
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Old December 7th, 2001, 05:37 PM

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

I would say go for the Newtonian style of movement, you could then better differentiate different styles of movement between the different sci-fi universes.

Also, Combat Squirrel had a pretty good infantry solution, using multiple mount types for 'Infantry' seems to be the easiest way to go. Making them low tonnage and just requiring a 'cockpit' type component and maybe a choice of armor.
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