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Suicide Junkie said:BTW, if you want it to look better I'd go with NOT using mounts, but have separate components. That way the animations can scale with the size of the weapon and you have more control over the details.
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Actually, that's a fine idea. Then make the mounts for other types of mods, like point defense or something...neat!
Anyway...I do want things that are 99%/1% chance to hit. I'd like for it to be impossible for the slowest, heaviest weapons to hit tiny, fast ships. Makes things more interesting, I think, as you need to consider your ship designs; as in, do I mount one of the biggest weapon possible, one big and three smalls, or a bunch of tiny weapons?
The engines are something I'm still working on...just scaling them is something I'd prefer to avoid but we'll see how other stuff works out.
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Other Crap I Forgot to Post
No starting Colonization technologies and cheaper Colonization technologies. Fact is, a race knows how to live on its own world through experience. Other worlds are a bit problematic. This also branches into stuff like Xenobiology and what have you.
Small space stations. As in a 500 kT Platform if you don't want to build anything mega huge or just want a little orbital weapon gadget or whatever.
Better defensive stuff for planets. I want building a MegaFortress of a world to be not only thinkable but possible. Think ways to enhance your Cargo Space enough to get downright enormous weapon platforms going.
Customized aliens. Well, to start with, I'm going to rename all of the basic game's empires (including the neutral ones) and give them all different histories and attitudes and that sort of thing. When I finally get around to doing the AI, I want them all to have distinct strategies and personalities. We'll see how successful I am with THAT minefield.