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  #231  
Old September 8th, 2002, 01:58 AM

Magnum357 Magnum357 is offline
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Default Re: *** Star Trek Mod Discussion ***

hey Captian,

I like the updates you have done for your TNG mode. Sad thing for me was that when I was making my mode, I was planning to make similar things in my SFB mode (like for example Sheilds with lower Strength but the ability for Sheild Regeneration). Great ideas on your update, I just hope you don't think I will be copying your ideas if they happen to be similar.
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I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

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Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #232  
Old September 8th, 2002, 06:54 AM
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Default Re: *** Star Trek Mod Discussion ***

At first, I had the shield generators use the "shields from damage" ability to create the leaky shield effect. It worked fine, but I felt that using the "shield regeneration" ability in the same role worked better. It fits better with the concept that the shield meter during combat represents the strength (0-100%) of the shields and that they would recharge at an steady rate rather than a rate based on the amount of damage deflected from a hit.
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  #233  
Old September 8th, 2002, 07:17 AM
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Default Re: *** Star Trek Mod Discussion ***

What?!?

The shields from damage ability makes them absorb up to 50%. Less than 50% if the weapon is especially powerful.

Don't make that kind of change just to make the tactical combat shield meter more accurate!

"they would recharge at an steady rate rather than a rate based on the amount of damage deflected from a hit."
They don't! The CA effect shields simply deflect 50%, and weaken as the generators take damage.
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  #234  
Old September 8th, 2002, 07:57 AM
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Default Re: *** Star Trek Mod Discussion ***

SJ:

I knew you would cry about it!

It's essentially the same effect using either method. The major difference is that the shields will regenerate regardless of damage inflicted using the "shield regeneration" ability and I think that is more preferable to the player.
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  #235  
Old September 8th, 2002, 03:32 PM
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Default Re: *** Star Trek Mod Discussion ***

No... It's a completely different system.

Total hitpoints in the regenerators system depends only on your shield generator tech.
Total hitpoints in the CA effect system depend on the shield abilities, plus how well you've armored your shield generators.

The regenerator system will also lack most of the partial shield-skipping damage effect.

PS: There is absolutely no reason why you couldn't have a bit of standard SE4 regeneration in the shield generators: if a ship has a chance to get out of range for a few minutes, they can easily restore shield strength.
(Assuming there wasn't too much physical damage to the generators)

[ September 08, 2002, 14:38: Message edited by: Suicide Junkie ]
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  #236  
Old September 8th, 2002, 06:36 PM
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Default Re: *** Star Trek Mod Discussion ***

Keep the shields from damage effect. Please!

See here is what will happen if you don't: First hit, shields gone (follow me here) second hit, full damage to ship, full damage to ship, etc...

With leaky shields: First hit: shields gone damage to ship shields go back up, second hit: shields gone damage to ship shields go back up, etc

See totally different.
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  #237  
Old September 9th, 2002, 12:19 AM
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Default Re: *** Star Trek Mod Discussion ***

Just wondering...

Suppose the Federation has Sovereign class Dreadnoughts (TL 8 of Ship Construction, right?), and the Romulans steal level 8 Ship Construction. The Romulans WILL get D'deridex class Warbirds, right? In other words, the Warbirds will require Ship Construction 8 and Romulan Technology 1, not some specific tech like Romulan Ship Construction 8. Right??? (It does seem logical... analyze an enemy ship that is larger than ships you can build and you get to build a larger ship... just like in standard SE4... the only possible exception I could see is the Borg, since they have HUGE ships... perhaps analyzing Borg ships should give some other bonus...)
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  #238  
Old September 9th, 2002, 12:50 AM
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Default Re: *** Star Trek Mod Discussion ***

Fine!

I spent some time today testing both the shield effects and...I decided that I ended up liking the shield from damage method better...more or less for the same reason that ZeroAdunn mentioned a couple of Posts back. I had never really thought about it that way until I was playing around with it and it hit me what the big difference was.

Ed Kolis:

Each race will have their own unique ship construction tree. In addition, higher levels of research won't always mean bigger ships. Sometimes it will result in more powerful smaller ships like the Defiant.
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  #239  
Old September 9th, 2002, 07:21 AM

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Default Re: *** Star Trek Mod Discussion ***

Hey Captian,

Personally, I did not mind at all of your idea for "leaky Sheilds" where they would regenerate. I don't know why the person below disagrees with the concept.

Also, neat idea for Tech Specific ships in Racial Traits. I had no idea you could assign Specific Ship types to Racial traits. Am I correct that is what you are planning to do?
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I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

Atrocities-

Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #240  
Old September 10th, 2002, 01:29 AM
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Default Re: *** Star Trek Mod Discussion ***

Magnum:

The big difference is that the ship's shields will regenerate after each hit as oppossed to after each combat turn...that difference could mean life or death for the ship. I had never considered that until I was messing around with it yesterday.

The ships are going to be race specific and some might require more than "ship construction".
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