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  #1  
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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Old December 8th, 2001, 12:14 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I agree. I'd prefer Newtonian. It could result in a diverse number of engine types, which would really make it feel like there's been a fusion of different Sci-Fi genres.

i.e.
In the Trek Universe you get these big huge engines, but just one or two (with a few exceptions of four). They're big, and difficult to put out of commission, but once they're gone, the ship is dead in the water - sort of an "all or none" effect.

It seems to me from the pictures that the SW Universe has more (4 to 8?) large engines on their capital ships, so it would be (numerically) easier to lose an engine or two, but the effect on ship movement wouldn't be quite "all or none."

Other genres could have the 20 - 30 small engines per capital ship as found in the P&N Universe. Slowing these ships would be easier because even a small increment in damage can take out an engine or two... but stoping them would be more difficult because they have so many small engine components.

Different genre engine types will also have an effect on ship construction and the variability in ship velocities for each genre, but that's another topic really.
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Old December 9th, 2001, 08:12 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ship tonnage: We'll have to be careful not to unbalance the game with the ship sizes. This can be leveled somewhat in the weapon damage and fire rates.

Movement: Exactly how would Newtonian work in SE4? I'm not against it, but it seems strange in a turn based game.
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Old December 9th, 2001, 08:41 PM

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

"Movement: Exactly how would Newtonian work in SE4? I'm not against it, but it seems strange in a turn based game."

See: P&N v2.x. Larger ships take more engines to move the same number of spaces as smaller ships.

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Old December 10th, 2001, 10:07 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

But of course you could have different races with different mass to movement ratios. And you could have different ratios at different ship sizes (for non-Newtonian engine types). And you could have different engine types for different races too, resulting in a very complex but niffty multi-genre universe. And that's just the movement points
Finally you can have different components to change the amount of combat speed the ship has. So a race could have incredibly slow but highly manouverable ships! (ie Early Trek. Just the fighters in SWars)

Man, this will be a very cool mod when it's done! (even if the Newtonian movement isn't used of course)
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Old December 13th, 2001, 04:39 AM

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

Take a look at this file I just made
http://se4kdy.cyberwars.com/files/sc...aponDamage.xls
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Old December 13th, 2001, 06:09 AM

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

thats a lot of guns
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