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  #1  
Old April 30th, 2002, 04:31 PM
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Default Re: New Mod: The Art of War Mod

Multi unit launchers 'eh? Why hasn't anyone thought of that one before. Also, what about giving standard cargo bay some launch capability, maybe one per turn. I mean, what's wrong with opening the door and shoving it out into space. Not sure what the benifit would be, but it's something to think about.
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Old April 30th, 2002, 05:00 PM

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Default Re: New Mod: The Art of War Mod

Does the game really need a major weapon overhaul to restablish balance ? I'm quit newbie so haven't much hindsight, but from what I've read (and I did read a lot ) the main imbalances were with CSM in early game, then PB and PPB, each being too effective vs competition.

So why just tweaking/downing these a bit ?
While I don't have anything against mods , I 'd largely prefer a mod that can be made compatible with the others and allow AI play rather than a new incompatible one only for PBEM/PBW games.

Very few people will be able to really get into this, and it will create new design/game paradigms only applicable to it (instead of refreshing he whole design thing for many players that play the vast majority of their games vs the AI).

Just my 0.02
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Old April 30th, 2002, 05:22 PM

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Default Re: New Mod: The Art of War Mod

Damn... its about time this was initiated *LOL* You have a good head on ya shoulders, Geo. I notice you are typically a voice of reason.

Bman had a good point about the armor skipping weapons. I also fashioned one of these, as I feel its a fair enough advantage to have available to most players - at the sacrifice of damage and effectiveness at high range... I made mine taper off, so that at far range it does next to nothing, hell it generally doesnt even show on the damage meter (tactical)... But up close, its a fierce weapon... Called it 'Cold-Fusion Cannon' and made it part of its own tech area along with a weapon called Dark-Matter Torpedos (futurama fan, and dark matter just sounds so cool *LOL*)... they however, cannot skip armor and act as more of a bludgening assault. The Cold-Fusion Cannons (CFC's) are generally balanced, but thats my distoted view, would be happy to have someone good at balancing look them over - as they are a permanent part of my games.)

(sorry for double post, hit tab-enter on accident - or somethen! LOL)

Anyway - enough rambling. This looks interesting... I love variety and the rp aspect... I dont play PBW coz WTF? Why play if I have no choice but to play against a buncha cutthroat babies? LOL The game has an elegant flair, and it should be better utilized.

Its an amazing format for RP, which is what makes the choice so much nicer...its kinda lame when you engage an alien race who has the same armament as every other race. Good concepts, I am interested... wanna see how this evolves.
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Old April 30th, 2002, 05:24 PM
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Default Re: New Mod: The Art of War Mod

quote:
Originally posted by PDF:
Does the game really need a major weapon overhaul to restablish balance ? I'm quit newbie so haven't much hindsight, but from what I've read (and I did read a lot ) the main imbalances were with CSM in early game, then PB and PPB, each being too effective vs competition.
Nope, you are quite right. I do not belive the stock game is extermely unbalanced. I am simply wanting to tweak a few that becom obsolete too early, and to give some more choices in the game. Anyone expecting huge radical changes to the weapons tech will be disapointed with this mod.

quote:
Originally posted by PDF:
So why just tweaking/downing these a bit ?
While I don't have anything against mods , I 'd largely prefer a mod that can be made compatible with the others and allow AI play rather than a new incompatible one only for PBEM/PBW games.

Very few people will be able to really get into this, and it will create new design/game paradigms only applicable to it (instead of refreshing he whole design thing for many players that play the vast majority of their games vs the AI).


Right again. Since most people do play most of their games against the AI, I don't ever expect this mod to get the widespread following of a TDM mod. This will be a mod for those like me that don't care to play aginst an AI, no matter how good you make them. Because, no natter how good you make them, they will never equal even a bad human player in my mind, unless you give them bonuses or handicap yourself in some way. And even if you could manipulate the code to such a degree that the AI was truly as challanging as a human, there is just something about knowing that there is a human intelligence controlling those ships. A human intelligence that is reacting to your actions, and planning your demise. It gets my blood pumping in a way that no AI ever will.

I think there are enough people like me that I will be able to get a few games out of it at least. And if not, that's fine too.

Geoschmo

[ 30 April 2002: Message edited by: geoschmo ]

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Old April 30th, 2002, 05:25 PM

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Default Re: New Mod: The Art of War Mod

PDF - I do agree on one aspect, I would prefer to have -some- AI support, but thats an extremely daunting task.... If at all a possibility, Geo, you may need to hire an outside contractor for AI work ;-)
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Old April 30th, 2002, 05:29 PM
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Default Re: New Mod: The Art of War Mod

quote:
Originally posted by Cynapse:
PDF - I do agree on one aspect, I would prefer to have -some- AI support, but thats an extremely daunting task.... If at all a possibility, Geo, you may need to hire an outside contractor for AI work ;-)
As with almost all SE4 mods, this one will be a hodgepodge of ideas of my own, and stuff borrowed from others. If when I have it completed someone wants to take it upon themselves to make the AI useable with it, that is fine with me.

I am going to have fun with this and use some ideas that I think will give any prospective AI designer real headaches.

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Old April 30th, 2002, 06:41 PM
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Default Re: New Mod: The Art of War Mod

I have never liked the fact that you have to know how to build mines in order to clear them. I propose mine clearing devices available outside of the mine building tech tree.

I would like to see mine clearing technology in a separate tree from mine building technology. Make Mine clearing components avail in their own tree with something like a 50K base. Perhaps in order to get a more effective mine clearing device, you need to have at least level 1 mine building.

Secondly, give the common direct fire weapons intrinsict mine clearing ability of 1 mine to DUCs, MC, Point Defense Cannons, and APB).

Third, there should be some sort of scanner that can detect mines.

Keep mines cheap enough so the counters above still give players an incentive to develope special mine clearing devices.
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