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November 2nd, 2002, 01:42 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Fyron, I was just going to do that.
Erax, I think that was it, X-wings were supposed have 1 torp, 1 R2 and a tar comp in the remaining space.
Enlarging the hull to 20kt is not big deal anyway, but I agree with Fyron and jimbob, we don't need (and probably can't) replicate everything exactly as in the movies, in SE4 you have freedom to make different designs and research technologies in different order, so you'd probably only design them that way for roleplaying reasons.
The same applies to lasers against TIEs, I guess we can boost lasers a little, but then pehaps they will get too powerful against capital ships.
Besides IIRC in the simulators you needed at least a two-cannons-linked (and fully charged) impact to destroy a T/F in one shot. In SE4 cannons are allways linked (of the entire fighter group!), and you need a double or triple impact to destroy a TIE so we're not that far.
Yes wp closers fit the interdictors role, but we can't just close wp we'll also need somekind of wp opener and I was thinking that it sould also go in a variation of interdictors.
What about this:
Interdictor hull has negative combat bonuses (although it can carry some weapons and fighters) + a built-in QR or very high supply storage
"Gravity-Wave Generator" component consumes a massive amount of supplies to close or open WPs (opening and closing ones would be separated ones).
Other larger ships such as the Eclipse and Sovereign should be able to carry enough reactors to feed their GWGs.
Rebel's Modified Strike Cruisers should only be large enough to carry only an opener or a closer but not both.
I was also considering to test if the "Stop Open Warp Point" ability (and perhaps some other SM prevention) works for components, but even if it does you wouldn't be able to turn it on and off without either refitting the ship or getting rid of it.
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November 2nd, 2002, 01:28 PM
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Captain
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Tar comp ? Wazzat ?
Regarding X-Wings : I agree, but the whole point of the thing is to roleplay (to me, anyway).
Regarding TIEs : Yes, we're not that far, structures are only 30-35% more resistant vs. fighter lasers than they 'should' be. It's no big deal really, if you say there will be balance issues then I believe you.
On the Interdictors : The big problem, as I see it, is you can only use SM outside combat. The Interdictors were designed to 'drop' passing ships into realspace (unnecessary in SE IV, since everyone is in realspace already) and to prevent enemy ships from leaving combat (also unnecessary, because you can't escape from SE IV combat once it starts, you can only try to run away using your standard drives). In fact, it's as if there were Interdictors present at every battle already !
If you give them WP openers and closers, they will be used to project attack fleets into the enemy's rear area, and that is not their role at all.
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November 2nd, 2002, 05:44 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Anyway WP manipulation will be importnt in an SE4 game and we'll need some Version of that.
Interdictors have a role that is related with SM.
Targeting Compurters or perhaps some armor.
[ November 02, 2002, 19:42: Message edited by: Andrés Lescano ]
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November 3rd, 2002, 07:40 AM
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First Lieutenant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Well, make sure to head on over to " POLL->things we'd really like in Next Patch (Platinum II) " and submit your vote(s) for multiple Warp Point Types then (plug plug plug), and we can maybe get Aaron to introduce different types of warp points - letting us produce different types of FTL travel by SciFi Genre. Maybe then we can have more specific uses of the Interdictors.
Just some thoughts (plug plug plug)
jimbob
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November 3rd, 2002, 01:33 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I've been thinking about Warp Points... you could make events more frequent in the Settings file (say, 100%),  then make the Unstable Warp Point event common and create lots Unstable Warp Point events in the Events file (and I mean LOTS; there would have to be 3+ times as many of them as 'regular' events).
The effect would be to create a galaxy in which at least one warp point would be closing per turn. That's not enough to enable us to use the Hyperdrive as a warp point opener component, but as close as we can get.
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Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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November 4th, 2002, 12:43 AM
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First Lieutenant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Right!
But imagine if you could have it so that the warp point would allow only one ship through per turn... or what if it automatically closed after being used. Now you could have only ships equiped with the Warp Point Openning drives (WPOd) actually going FTL.
Admittedly it lends itself more to B5 because any ship could go through the warp point, regardless of the presence of absense of a WPOd on it.
Then if we could lengthen or shorten the time needed to pass through the WP, that would give us relative speeds, while limiting the range would affect the actual range the drive is possible of in one turn (I don't think you can do multiple Stellar Manip actions in a single turn - at least not in Simultaneous games).
Jim
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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November 4th, 2002, 12:58 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Originally posted by jimbob:
Right!
But imagine if you could have it so that the warp point would allow only one ship through per turn... or what if it automatically closed after being used. Now you could have only ships equiped with the Warp Point Openning drives (WPOd) actually going FTL.
Admittedly it lends itself more to B5 because any ship could go through the warp point, regardless of the presence of absense of a WPOd on it.
Then if we could lengthen or shorten the time needed to pass through the WP, that would give us relative speeds, while limiting the range would affect the actual range the drive is possible of in one turn (I don't think you can do multiple Stellar Manip actions in a single turn - at least not in Simultaneous games).
Jim
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If the "destroyed on use" ability is removed, you should be able to open as many as you have movement and supplies for.
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