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  #1  
Old July 14th, 2002, 05:15 AM
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Default Re: Phoenix MOD ideas open for review

Quote:
Originally posted by Nodachi:
Looks good so far.

One thing though, Engines per Move must be a whole number. The game will choke on the decimal.
Hmm, thanks for that. I'll revise the table accordingly -- but not here, not tonight. Enough editting of the post already .... at least I've gotten the post into a readable format at Last, lol.
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Old July 14th, 2002, 05:40 AM
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Default Re: Phoenix MOD ideas open for review

I like cross-over racial techs (possible example: temporal + psychic = insane attack and defense bonuses). I also like the economics model of the Proportions mod.

Is it possible to include the spaceyard ability as a hull attribute? If so then you could have special construction ships...
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  #3  
Old July 14th, 2002, 06:02 AM
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Default Re: Phoenix MOD ideas open for review

Looks like you have lots of interesting ideas and components.

One thing that I personally dislike is the gross difference in ship sizes. I think one problem that the game has is that smaller ships quickly lose their relevance in the standard game - although your small ships will be faster - the additional firepower of the big ships will more than nullify that advantage. Perhaps adjusting the sizes and mounts to make all ships have similiar power/kT will be more beneficial?
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Old July 14th, 2002, 06:24 AM
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Default Re: Phoenix MOD ideas open for review

Quote:
Originally posted by Captain Kwok:
Looks like you have lots of interesting ideas and components.

One thing that I personally dislike is the gross difference in ship sizes. I think one problem that the game has is that smaller ships quickly lose their relevance in the standard game - although your small ships will be faster - the additional firepower of the big ships will more than nullify that advantage. Perhaps adjusting the sizes and mounts to make all ships have similiar power/kT will be more beneficial?
Well, I've been considering (as mentioned somewhere in the mess I called a post, lol) having the ECM modifier count both for attack AND defense. Thus, ships of the same class would be at +/- 0 to each otehr, barring components installed.

However, picture two heavy destroyers against a battleship. Tonnage-wise, the BB has the advantage (50% mroe space, less redundancy in control and supply components). However, the BB has a -45 ECM adjust, and the HD's have a +15 each. So the HD's fire at a net of +60, while the BB fires at a net of -60. Result: the HD's are harder to hit and more accurate ... but lack the outright -punch- when they DO connect.

I hope that, overall, that will result in the hulls being reasonably useful even three or four steps different in size (IOW, it might not take more than say Light Cruisers to match Dreadnaughts, if you roughly match tonnage for tonnage).

And in fact, done right (not in strategic, sadly, which rules out PBW games ...), the very vast difference in speeds might allow smaller ships to harry a larger one, without accepting return fire in any significant volumes.

Hmm, that could actually be a FLAW. heh.

Spoo: once I get the basics of Phoenix done, I might indeed look at a combination Phoenix-Porportions setup ... but that's somethign for the far distant future.

Most of my mod will be tech tree and components/hulls; the economics, aside from specific facilities resulting from the tech tree changes, will remain unchanged in Phoenix.

AFAIK however ... yes, it woudl be possible to buld the Space Yard ability into a hull; an intrigueing idea, that ...
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  #5  
Old July 16th, 2002, 04:56 AM
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Default Re: Phoenix MOD ideas open for review

First of all, it looks good! I'm definitely interested in seeing the finished product. Now for the specific comments.

RE: Small ship sizes being useless--If you use massive swarms of small ships, you can easily destroy even dreadnaughts. I've used DS with ECM 3 and stealth armor 3--total of +95% defense modifier--in fleets of 20~30 with success. Of course, you will lose ships each battle, and will need to be replaced quickly. Supply may be a problem, too.

RE: Damage to supplies--Would be a neat idea, and I think it's been bounced around before, but I don't think it's possible w/o a hardcode change.

RE: Organic unit damage/shield regen--Game currently doesn't track partial unit damage, so it doesn't regen partial damage either. Auto-regen ship hulls sound cool, though.

RE: New racial traits--I think Megascalar/Microscalar sound great; maybe a nice combo! I love packing out ships with as many gizmos and gadgets as possible, especially extra big ships.

RE: More constructed-world sizes--Mostly eye-candy/fluff, but nice eye-candy and fluff. I also love building worlds.

RE: Space Yard hulls--I think this would be great--especially if adding a SY component causes the build rates to stack like it does with facilities.

Overall, can't wait to see it!
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Old July 17th, 2002, 01:45 AM
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Default Re: Phoenix MOD ideas open for review

I particularily like the different organic armors... "chamelion" instead of the inorganic "stealth" armor is a nice touch.

I think from other discussions that crystaline is the least favorite racial trait. The extra supplies thing is good, but perhaps beef it up a little more. I've often thought that dilithium crystals would be a helpful item, yet I've not seen them in any mods to date! Maybe +2 or 3 normal movement for a 5kT component (max one per ship)? Or perhaps +1 or 2 combat movement for capital ships (max one per ship - not that it matters cause 'afterburner' components aren't stackable anyway)?

Like most mods, I'd love to try it... Ideas sound good!
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Old July 17th, 2002, 01:57 AM
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Default Re: Phoenix MOD ideas open for review

Phoenix mod sounds ok, but you may find people think it is a mod by Phoenix-D and end up asking him questions about it instead of you.

What about Pax Mod? Nah, that's not it, but maybe something with Pax in the name.

Pax Modicus
Paxis Mod
Pax Galactica
Pax Man Mod

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