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November 28th, 2002, 01:03 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
SJ, you are simply a genius at modding SE4! I hope that talent pays off in the real world
To add to your idea, though, how about giving all "surface" components the Armor ability so they get hit first, thus protecting the inner components and possibly balancing the two ship styles?
Then you could also say that bigger ships a greater proportion of internals than smaller ships do, and really get fancy! Maybe you could make the different hull types separate tech areas, as well - after all, it is a different kind of engineering to hold together a spindly Excelsior class cruiser or X-wing fighter than is is to build a sturdy Borg cube or Death Star!
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November 28th, 2002, 01:13 AM
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Shrapnel Fanatic
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
You know, I just might have to steal that idea for Adamant mod... 
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November 28th, 2002, 01:52 AM
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Colonel
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
An interesting idea you have there, SG.
Would love to see it implemented.
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November 28th, 2002, 03:15 AM
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National Security Advisor
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
This is similiar to how ships were built in SE:III.
One nitpick is that the main parts of a weapon may be in the hull and not directly mounted on it. One might also argue that a Borg Cube is so large, there is still more surface area than any other ship.
It's still a cool idea though.
[ November 28, 2002, 01:17: Message edited by: Captain Kwok ]
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November 28th, 2002, 04:05 AM
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National Security Advisor
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
Quote:
Originally posted by Ed Kolis:
...To add to your idea, though, how about giving all "surface" components the Armor ability so they get hit first, thus protecting the inner components and possibly balancing the two ship styles?
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Hmm, except then it would have the same logical error that the "hit first" armor suffers from in SE4 - it ALL has to be destroyed before ANY non-hit-first components are. So there is no way to penetrate armor - it all has to be completely vaporized first. Which, is entirely not how actual armor works. Which is why I modded armor the way I did in Proportions mod.
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November 28th, 2002, 04:17 AM
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Lieutenant General
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
There needs to be some way to balance out the disadvantage of having a sphere or cube shaped ship with large internal volume. These ships are penalized by requiring to have more cargo %, so you are at a disadvantage because of the heavier restrictions you have on ship design and the fewer weapons that can be included. So you wouldn't want to play a race with such a ship set.
To balance things out, how about giving these ships more structure strength to resist damage, for example?
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November 28th, 2002, 04:18 AM
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Shrapnel Fanatic
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Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews
Quote:
One might also argue that a Borg Cube is so large, there is still more surface area than any other ship.
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Exactly: the 30% surface area on a Cube of 2000kt is still bigger than the 80% surface area on a 600kt spindly battleship.
Kamog:
For a trek mod, the disadvantage of borg shape restrictions is compensated for by the vastly larger size of the ship 
[ November 28, 2002, 02:21: Message edited by: Suicide Junkie ]
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