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January 22nd, 2004, 06:50 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: New SJ mod
SJ, one problem you might want to address is moons. With your training scheme, a player that has breathable moons will have a pretty big advantage..
Consider:
1 Huge Methane rock planet
2 Tiny None Moons (rock)
Methane Breather:
Big breathable. 2 training facilities there.
No-breathe moons. 1 each.
4 training facs total (2 classes, 2 labs)
None Breather:
Big non-breathable. 2 training facilities there.
Breathable moons. 2 each.
6 training facs total (3 classes, 3 labs)
Hmm. Not -quite- as bad as I thought, but still an advantage.
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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January 23rd, 2004, 02:18 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: New SJ mod
Hmmm.. another nifty mod with which to waste my life
I'd just like to suggest that shields could be a higher tech tree, maybe stalling the introduction of them to mid game. Then you could fill out the early game with mainly armors and low tech options. My favorite, and I've yet to see it would be ships encased in ice or ice fields. I imagine these would be fully and partial shielding.
just my 2 bits USD (but Canadian bits are becoming more valuable, so that's only 3 bits Cdn. instead of 4 bits Cdn.)
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Jimbob
The best way to have a good idea is to have lots of ideas.
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Take away paradox from the thinker and you have a professor.
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January 23rd, 2004, 05:43 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
Regarding solid shields, I'm currently waffling between making them a racial tech, or just leaving them normal tech because they are fairly weak.
While I haven't actually thought about going into operational details, the ice fields would be a useful low-tech shield-like system.
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As for the moons & such, with the low cap on max training, I'm not worried.
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January 26th, 2004, 03:28 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
Ok, I've got a half decent weapon tech tree set up now...
1) Researching Physics provides new warhead types; kinetic, chemical, nuclear, antimatter, polaron, quantum, ion, etc.
2) Researching Military Science provides new delivery mechanisms; projectile, pulse, beam, torpedo, missile.
Combine any two to produce a new weapon.
EG: Polaron + Beam = PPB
Kinetic + Projectile = DUC
Also, Chemical + Beam = Ripper beam
Nuclear + Beam = Incinerator Beam
Quantum + Beam = WMG
to reuse a few good names
Researching level one of both warhead and mechanism, will open the specific weapon branch.
1) The weapon branch provides cheaper weapons
2) Researching above level 1 in the warhead or delivery techs will increase firepower/range/accuracy/etc depending on what makes sense for the combo.
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January 26th, 2004, 07:37 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
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Re: New SJ mod
SJ, any idea of a completion date? This mod sounds good, and I'd like to play it when it's ready to d/l.
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January 26th, 2004, 08:26 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: New SJ mod
Quote:
Originally posted by gregebowman:
SJ, any idea of a completion date? This mod sounds good, and I'd like to play it when it's ready to d/l.
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I second that, SJ your new MOD is going to be fantastic, I can't wait to play it.
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January 26th, 2004, 10:35 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
I'll be posting the files once I've got the core done.
Not sure how long it'll take.
What I do know I need to still do:
- Decide on basic stats for the weapons (7by5 grid = 35 weapons)
- grid 'em up (3 areas, 6 levels)
- clean up the tech areas, make sure everything is researchable and delete unused ones.
- Run through the components and throw in some reasonable prices for everything.
The rest can wait, and there will be plenty of tweakage room.
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