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  #1  
Old October 15th, 2002, 08:29 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Erax:

First, great work. That's a lot of work, and it's well balanced with the SEIV generic game. I was just wondering about this:
Quote:
I scaled them so that the AT-AT was as large as a SE IV large troop (20 kt). This equates things at the top end, but perhaps the other SW vehicles do become 'tiny and weak' as a result. Maybe the AT-AT should be 30kt?
Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game. Perhaps the AT-ST could be equiv. to the SEIV large troop and then yes, bump up the AT-ATs to 30, even 35 kT. If balance is really an issue, which I don't think it will be, just bump up the racial trait cost a tad.

Just my .02$Cdn.
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Old October 15th, 2002, 11:37 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by jimbob:
Erax:

First, great work. That's a lot of work, and it's well balanced with the SEIV generic game. I was just wondering about this: (quote deleted)
Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game. Perhaps the AT-ST could be equiv. to the SEIV large troop and then yes, bump up the AT-ATs to 30, even 35 kT. If balance is really an issue, which I don't think it will be, just bump up the racial trait cost a tad.

Just my .02$Cdn.
Thanks, but it isn't work when I'm having fun.
About the vehicle sizes, my main concern is that they must 'feel right' for everyone (balance issues can be fixed easily, as you said). Nobody knows how big an SE IV troop is supposed to be, so we can just pick a size for the AT-AT that 'feels right' for everyone and then adjust all the other SW vehicles so they stay in scale - if 30kt seems like a good figure for the AT-AT, then the AT-ST goes from 10kt to 15kt.

I'm out of ideas for now, so I guess I'll just play SW-SE IV for a while to get some new ones. Andrés, you're the man, let me know if you need any help.
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Old October 16th, 2002, 01:41 AM

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

Quote:
Originally posted by jimbob:

Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game.
And what's the Star Trek Empire anyway??? The Romulans?? The Klingon???

Anyway most racial traits cost 0 and must be choosen in order to play the right race.
When you choose "Star Wars" and "Imperial Technologies", you MUST NOT choose "Standard SE4".
Choosing a bad combination will lead to unexpected results and will most like be considered cheating.
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Old October 17th, 2002, 12:13 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game.
Duh.... Me not speak so good.
You probably guessed that I meant the Empire from Star Wars. I will adopt the term "Imperial" to avoid such confusion.

Anyway, as you likely also guessed, I simply meant that if making larger units seemed to throw off game balance, one could quite easily just bump up the racial trait cost a bit. If you want these to stay at zero however (for asthetic's sake for example) then just ignore my babblings.

[ October 16, 2002, 23:31: Message edited by: jimbob ]
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Old October 17th, 2002, 06:07 AM

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

Sorry, long time no speak here. What all can I distill from the B5 mod for y'all?
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Old October 17th, 2002, 06:15 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Val:
Sorry, long time no speak here. What all can I distill from the B5 mod for y'all?
Probably the whole thing.
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Old October 17th, 2002, 06:39 AM

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

You Vorlons crack me up
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