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Old December 31st, 2006, 03:08 PM
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PaddirN PaddirN is offline
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Default Re: Updated mod: The Babylon Project

Tanks for the feedback, I'm glad people like the mod, though I'm starting to worry about the bugs cropping up.

Impressions:
- One of my overall design ideas was to put in choices and conflict, because that was an overarching theme in the series, the choices the characters had to make: between the shadows & the vorlons, Londo and his rise&fall, Babylon 5 and Earth, Garibaldi's fall from grace. Everything they did had consequences later on down the line. I think Londo's story influences most design ideas.
- With the cloaking sound with the shadows I didn't want that screaming sound to be popping up every few seconds as it would get really old after a minute or so, hell if you just wait at the intro screen for the intro battle you'll hear it more than enough times.
- With garibaldi being returned early you actually get less points, though I'm considering adding on a reward later on. I may have bester interact with the Ship of Tears event.
- The vorlons may lend aid when the time is right.
- Yea I want the data crytals to add a certain surprise to the game, they're like little gift boxes.

Ideas:
- Delenn actually makes use of the triluminary later on, and if you follow it through you may even find a new friend in an unexpected place...
- I never thought of having a defense for the virus, but sounds good.
- With the jump point generator I was thinking of vanilla WW and I realized that you can just find it lying around. Plus I figured with all the high-powered baddies flyin around out there (shadows, vorlons, 3rdspace) players needed something to give them an edge. However there doesn't seem to be enough items in the mod and the JPG seems to pop up way too often, I'll fiddle around with an idea.

Bugs:
- Just put most of these on my toodoo list, tanks
- I never really wanted the shadows to actually ally with you, even if you accept their gift. They're not trying to be your friend, they're trying to create conflict by giving you something powerful. As for the other races, some I prolly accidentally left off, while the EA was intentional. If you think about it, Earth was actually aligned with the Shadows during the series, plus because of the media blackout they didn't even know anything that was going on outside their own world.
- The Justin/Sheridan thing I never finished, though I might at a later point. The trouble will be with 1) how to account for Sheridan being gone and the alarm popups 2) Victory mission where sheridan isn't young anymore. I knew it was gonna be big headache when I put it in, but I think I have an idea for it now that might work
- The drakh keeper has been removed as a passenger because it just didn't make sense to me that a little invisible thing riding around on your shoulder should take up valuable passenger space. So i figured you'd still be able to feel the effect of the keeper, without actually seeing him.
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  #2  
Old January 1st, 2007, 06:09 AM

chabex chabex is offline
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Default Re: Updated mod: The Babylon Project

I am so happy to see the mod evoling like this! I wish a had more time to contribute some minor things to Psientist's mod (some objects-pictures) but for now I can only be "smart" and suggest things:
- In the B5 shows the destroyer class ships( eg Victory, Omega) they could fire their main gun only in one direction- no tracking. But they also had strong defense grid (eg plasma cannon) AND fighter bay!
What you say guys?

And I almost forgot: Happy New Year and modding to all of you!
  #3  
Old January 2nd, 2007, 02:56 AM
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Default Re: Updated mod: The Babylon Project

- I've thought about adding a small fighter bay to the victory and there's already a version of the omega with the fighter bay in the earth alliance fleet, but i'm kind of worried about play balance with adding it to player ships. The designers of the original didn't even add a fighter bay to any of the player ships or even the allied ships. I think it has to do with how unbalanced it would make battles, as you could always just use your fighters to bait the enemy and then go in for the kill with your main ship. Having only a single fighter ally makes this a bit harder as he can only die once.

- as for the main gun tracking, that problem should be fixed with the victory (except in the simulator), although with the Omega I'm actually going over its forward weapons now readjusting trying to make those more "realistic".

- part of me even wants to add the defense grid too. I've gone over specs on B5Tech.com and both destroyers have pretty strong defense grids, but again, I think play balance would be disrupted. Ships wouldn't even have to worry about fighters because they'd be blowing them out of the sky left and right and the only way to counter that would be to beef up the fighter count in the fleets. Although with some of the changes I've been making to the fighters I may have to do that anyways.
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