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  #1  
Old January 30th, 2002, 07:31 AM

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

Realistic ion beams should do no real damage. They just negate energy to systems rendering them inoperable but leaving them intact. Basically the ship is left completely helpless but intact and will be fully working again once energy is restored. It should maybe be disrupt movements and weapons reload, destroy supplies or something like that.
I already knew that such a damage type is impossible.
The idea of destroying boarding defense and adding that ability to other comps is interesting.
When you destroy what vital component, movs and fire are delayed. Life support? crew quarters? bridges?
It would do some damage but if you can only destroy only one or a few comps you can shoot with ion without fearing destroying the enemy and also disabling it.
Most ships will carry something with repair ability anyway so that limited souldn't be a problem.
There would be no point in having hardly trained stormtroopers tough if anyone that could fight against them would already be dead


Some other techs

Interdictor
The interdictor is a specialized ship that generates an artificial gravity well or interdiction field. That field is used to prevent nearby ships from jumping into hyperspace and is one of the few ways to intercept a ship moving throug hyperspace.


Super techs (if ever included they must be extremely hard to research and build)

World Devastator
Normally used against planets, but can also be used in space.
Ships equipped giant with vacuum cleaners powered by miniature black holes that absorb ships and structures and turn them into raw materials they use in their on board factories to build units, and enlarge the devastator itself.
Short range weapon with negative supply use?

Sun Crusher
Small 6 men ship not only capable of destroying a star and everything inside, but also with a molecular armor strong enough to survive the explosion.
Can't make it survive but a small (maybe built-in) star destroying ship is possible.

Galaxy Gun
Giant space station that shoots hyperspace cruise missiles that can move faster than ships and carry a warhead capable of destroying a planet. Could proably be somekind of special drone.


Centerpoint Station
Not sure about this. It shoud never be buildable but maybe existing in some scenario.
Built eons ago by a forgotten culture, this station is located in the center point between the twin planets of Talus and Tralus in the Corellian system.
It's powerful gravity manipulation components were used to build the corellian system dragging planets from other systems.
It was used lately to create devastating gravity disruptions in far away systems.
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Old January 30th, 2002, 04:45 PM

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

I was actually having similar problems with the ElectroMag weapons in the B5 Mod, I wound up making some Shield Only, some Engine Only and some mess the ROF delay.

I like SJ's idea about the "Only Security Stations", though it might be better to make it the "Only Engines" (since one of the things the Ion cannons did was disable the ship without damage) and add that to components that should be effected - thereby translated "Only Engines" to "Only ElectoMag/Ion". This way you can add the ion effect to the game without taking away from the boarding parties
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Old January 30th, 2002, 07:32 PM

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

Problem is that IIRC only engine damage type bypasses shields.
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Old January 30th, 2002, 07:40 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Plus, you can't add propulsion ability to components that you want the ion cannon to disable without having them count towards your engine limit or push the ship around.
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Old January 30th, 2002, 08:15 PM

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

Aha, hafta think before I speak...

[ 30 January 2002: Message edited by: Val ]

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Old January 31st, 2002, 07:43 AM

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

Please remind me what’s the difference (if any) between having all your life support, crew quarters or the bridge destroyed. Both during combat an after it finishes.
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Old January 31st, 2002, 04:37 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Losing bridge (& aux bridge) in combat: lose half your movement.
Lacking bridge outside combat: lose half movement.
Losing crew quartes: lose half movement.
Losing lifes support: lost 75% of your movement.

These are all multiplicative, so losing bridge and crew quarters has the same effect as losing lifesupport.

If a ship has lost all three, 32 movement points get reduced to 2 MP. (anything less than 32 leaves 1MP)
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