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March 14th, 2002, 03:53 PM
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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)
From what I have seen, doing P&N v3.0, an update to gold is not very hard. IMO, it would be easier to update later, rather than manage two mods simultaneously.
I might have time to write (or at least start on) a classic-to-gold Modpatcher this weekend.
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March 15th, 2002, 06:54 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)
I made Star Wars cloaking device hard to research, big and expensive.
Now if I could make it leave the ship blind and have some movement penalty I would be able to make it give cloaking as strong as mines without too much disbalance.
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March 15th, 2002, 07:18 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres:
You can give it a truely MASSIVE penalty to hit anything - effectively making it blind in combat.
SJ:
A Classic-to-Gold mod program? Is there no end to your magic?
I'm up for finishing this in 1.49 then modding it up to Gold at that point. The only Gold I wanted to try to get posted was the AI so people can use those fine shipsets in their games 
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March 15th, 2002, 07:24 AM
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Brigadier General
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I have an idea, if it was not already introduced or not too late:
That we include some Micro-components in the mod.
Kind of like Smaller Weaponry and Components that you use for fighters and troops, but about 5-10 kt bigger that are put in ships, preferred small (Escort to Destroyers).
Micro-Weaponry should deal up to 50-100% to it's damage in each tech level.
Micro Sensors should get its capabilities cut by 25% (from normal ship sensors)
Micro Defensive Systems should create 45-60% of the defensive capability. (PSG creates 375 PSP at level 5 so M-PSG should create 170 PSP at around 45% of it. (severly rounded up)) (Micro Crystaline should still channel 15% but has a resistance of 70% at near 50%.)
Ship control should still stay the same as you can't make your crew smaller, the same with engines and other extras such as Mining, Colonization, Space yards (Mini SY's are just cheap in my opinion), Some weapons should not be Small such as bombs, Viruses or racial tech, and ESPECIALLY Null space weaps. (boy can you imagine...)
How bout it folks?
Edit: The reason for this Suggestion is I'd like to see some advantages for making Escorts to Light cruisers combat vessles other than cheap and the Hit-to bonus. The Hit-to bonus can be easily compensated, then it's just like crushing a bug.
Since in many sci-fi shows, small space-borne crafts are featured many, many, times with many Feddie ships being only destroyers to Cruisers in comparison with SE4G, Klingon ships having Escorts as their primary combat vessle, Star Wars where Groups of fighters and corvettes destroying a Baseship, and In Babylon, many ships are very, very small compared to ships of the ancients.
[ 15 March 2002: Message edited by: TerranC ]
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March 15th, 2002, 09:19 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
There have been a number of mods with weapon mounts that supply micro-components (especially micro weapons). Personally I found that they just bogged the game down because someone (usually the computer) would load up a battlecruiser with a million micro DUCs, or something equally small and numerous.
I guess if they were actual small components, rather than a type of mount you could limit how many could be put on a ship... hmmm, that wouldn't be so bad I guess.
(ps go flames go... don't think the oil will make it this year  )
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March 15th, 2002, 03:23 PM
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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)
TerranC:
Most fighter weapons in the standard game have very large damage Ratings and would be super powerful if mounted on ships. I know that's not what you meant, but it's something interesting done to compensate other weaknesses of fighters.
I was already making many SW weapons and other comps such as shields very small or with small Versions. A small Corellian Gunship will be able to carry its shields and good weapons
At least SW and I think that B5 too, shares the se4-like idea of "the bigger the better" (being the Death Star the ultimate expression, but not the only one example)
Not all trek races lack of a good number of really big ships, Romulans have many warbirds, and Borgs have many cubes.
Many races also lack of fighters (or use them very rarely like the Feds), and I've seen many fans classify ships of nearly 150m like fighters!
Val:
A to hit penalty was something I was considering to prevent usage in warships. (note that in combat the cloaking device is turned off so the ship shouldn't be blind)
I was also considering making it a base only or maybe count as engine but give 0 movs to make the ship slower by allowing 1 less engine.
These are the cloaking devices I'm considering:
(The first 2 should provide very limited cloaking similar to stealth armor, or cloaking dev I)
Sensor Stealth Pod
Crude but effective stealth method that makes a ship "run silent" by shutting down all energy emitting systems. Knocking down reactors, however, drains the ship's energy fast and can only be used for short periods of time before running out of supplies.
Sensor Mask
Completely opposite to sensor stealth, this device combines electromagnetic and holographic transmissions to "hide" a starship from most sensors. It doesn't absorb sensor beams but, rather, disrupts them by sending back information on the environment surrounding a starship, making a ship virtually disappear.
Cloaking Device
Cloaking device that wraps the universe around a starship. That makes it impossible for any kind from EM signals from the outside universe to interact with the ship, or for any emission to come out from the ship. That renders the ship completely undetectable by any means, but also leaves it completely blind to the universe around it. Jumping into hyperspace while cloaked can make it unstable and cause the starship to explode.
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March 15th, 2002, 07:57 PM
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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)
I’m still light-years from completing the SW map, but I just had this idea. Give known spaceyard planets such as Kuat, Fondor, Corellia, Mon Calamari, ect. a built-in bonus space yard abilities, so when stacked with a normal sy facility can build things faster. The same way give some intel modifier to Bothawi, and some other bonuses to other planets to encourage players to use them somehow similarly to how they are suppose to be.
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