Re: Bio-Psych Mod v1.16
Coming Soon:
Seeker Mod (needs a better name)
*I'll start it a standalone mod, but eventually add all the Bio-Psych stuff. I'll be testing them together soon.
*Purpose is to increase the use/value of seeker weapons throughout the game. I've often seen people say that seekers couldn't compete with direct fire because of mounts and shield/armor skipping abilities.
Changes in brief:
*Changed torpedo to seeker causing 50% more damage than CSM, slower speed, slower reload,and slightly less range than CSM. Also increased size of Torps to 60kt.
*Added Large, Heavy, and Massive Mount CSM, Anti-Matter, and Quantum torpedo. These are components (not actual mounts) designed to reflect using these weapons on mounts. I simply swapped the structure increase of the weapon to be the seeker damage resistance. This creates large, fragile, expensive mounts that allow seekers to absorb PD fire and do huge damage.
*Changed Quantum torpedo to be skip normal shields, with added tech req
*Added several seeker comps from other mods, and slightly tweaked them. These include the Light Missile System from Proportions and the Sprint and External Mount missiles from Devnull
*Added hyper-kinetic missiles as beefed up Sprint missiles that skip armor
*I made it so that the seeker player can choose between a variety of weapons. Offered weapons that have a 1,2,3, and 4 reload time. Coupled with the mount comps, this gives you many choices.
*Also added many PD comps from several mods,and toned down the bonuses slightly. This creates the ability to create layered point defense at short, medium and long range.
*Added Advanced Robotics Racial Trait/Tech (my first attempt)
*Grants several new vehicle types including the Probe, Observer Satellite, Sentinel Droid (fighter-type), and Sentinel Mobile Bases.
*Access to smaller/sooner Master Computers
*Robotic Repair Nodes
*Robotic Launch Bay
*Some virus defenses
[ August 20, 2003, 16:41: Message edited by: KnidVermicious ]
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