|
|
|
 |

February 6th, 2004, 02:01 AM
|
Private
|
|
Join Date: Jan 2004
Location: Mesa, AZ
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: StarFire Mod v-Beta 2
Quote:
Originally posted by President Elect Shang:
In the 3rdR by the "SDS" it states:
3rdE Revised rulebook P#19 rule 03.11.07: “A starship which shuts down (deactivates) all of its engines has a 360 degree field of fire but loses the missile interdiction of its drive.”
Also in 04.04 pp1 it says "Drive field interdiction is lost when the Last drive field fails." It then goes on to say that ""Shields Down" allows special weapon effects" one of which is not x5 damage from missiles. Also in the same rule (04.04) look under #1 “Weapons with warheads” you will notice here that it clearly says this effect is caused by the drive field and not the shields. It is also worth noting that the damage is x5 not x10, that was the old 2ndE Rules, if the drive field is outside the shields or vice-versa is all interesting but not the point, Mr Floppy I can not answer for sure where the heck it is, I know that you are asking for just the sake of knowledge but I don’t want us to get bogged down here.
All rules aside, guys can we do this and still accept it as a worthwhile compromise, Beta Testers should we vote?
A) Pursue the option
B) It can not be done close enough to warrant the variation from cannon.
Also keep in mind that I have HAD TO vary from cannon to get this far in the creation of the Mod, we can always shelve this until later and that is what I would like to do.
|
Because I said I would do this...
The exact quote to look for in SF3rdR page 22 rule 4.04 section 1 3rd paragraph it says "If, however, a starship, BS, or SS loses it's drive field, it also loses the drive interdiction effect. Thus any missile, gun hit, or mine that inflicts non-shield damage on a unit without a drive field inflicts five times normal damage."
See the inmportance here is that the the damage has to be NON-SHIELD and the DF has to be down for the 5x damage to occur.
Dan K
|

February 6th, 2004, 02:15 AM
|
 |
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: StarFire Mod v-Beta 2
Ha-Ha! I don’t think I have been this happy to be wrong in a very long time, have a beer on me Dan K you earned it!
So it can be done, all we need to do is figure out what to do about that “other” problem we have been discussing?
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
|

February 6th, 2004, 05:29 AM
|
Private
|
|
Join Date: Jan 2004
Location: Mesa, AZ
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: StarFire Mod v-Beta 2
Quote:
Originally posted by President Elect Shang:
Ha-Ha! I don’t think I have been this happy to be wrong in a very long time, have a beer on me Dan K you earned it!
So it can be done, all we need to do is figure out what to do about that “other” problem we have been discussing?
|
Well folks, I think we did it. The Interdiction Feild will be in the Mod. Wubbles wanted me to announce it. Thanks for DemoMonkey for the original idea to base the effect. And Wubbles for figuring out the technical stuff. I just played the small part of idea initiator for the end result.
And Wubbles, Uncle says "One more thing..."
I realized that Tug designs will have a very interesting new capability.
Dan K
|

February 6th, 2004, 05:45 AM
|
Sergeant
|
|
Join Date: May 2001
Location: Great Falls, Montana, US
Posts: 208
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: StarFire Mod v-Beta 2
Ok, if Shang does want too add Feild Interdiction rules, how about this proposal.
How about making SF Sheilds "Phased Sheilds" and make the Ion Engine sheilds "Normal sheilds" in SE4G? Instead of worrying about making Missiles 1/4 damage values, just make "Phased Sheilds" (SF sheilds) worth 1 hit value and make the Interdiction Feild (Normal sheilds) worth 5X value. At the mean time, have all beam weapons use the "Sheild skipping ability" too by-pass the Ion Engines sheild effects so that they are not effected. This would unfortunetly make Lasers loose their SF's "Sheild by-pass" effect (because they wouldn't by-pass the Phased sheilds) but this solution would be close (unless their is an ability in SE4G that allows you too by-pass Phased sheilds aswell). Couldn't this solution work?
Shang, will you still please consider the "Inner/Outer" hull concept? You don't have too work on it now, but perhaps later after Beta Testing is underway or after Beta Testing is over. I would really like this Mod too have some ability too make unique Classes of ships like in SF.
__________________
Gryphin-
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 /]
|

February 6th, 2004, 05:52 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: StarFire Mod v-Beta 2
If any shields on a ship are un-phased, they ALL end up non phased.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

February 6th, 2004, 05:53 AM
|
Private
|
|
Join Date: Jan 2004
Location: Mesa, AZ
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: StarFire Mod v-Beta 2
Quote:
Originally posted by Magnum357:
Ok, if Shang does want too add Feild Interdiction rules, how about this proposal.
How about making SF Sheilds "Phased Sheilds" and make the Ion Engine sheilds "Normal sheilds" in SE4G? Instead of worrying about making Missiles 1/4 damage values, just make "Phased Sheilds" (SF sheilds) worth 1 hit value and make the Interdiction Feild (Normal sheilds) worth 5X value. At the mean time, have all beam weapons use the "Sheild skipping ability" too by-pass the Ion Engines sheild effects so that they are not effected. This would unfortunetly make Lasers loose their SF's "Sheild by-pass" effect (because they wouldn't by-pass the Phased sheilds) but this solution would be close (unless their is an ability in SE4G that allows you too by-pass Phased sheilds aswell). Couldn't this solution work?
Shang, will you still please consider the "Inner/Outer" hull concept? You don't have too work on it now, but perhaps later after Beta Testing is underway or after Beta Testing is over. I would really like this Mod too have some ability too make unique Classes of ships like in SF.
|
Magnum357 we went a different route with the effect, and I think it will do better at modeling it than your suggestion. But thanks for the input. The way we are doing things should allow us to keep the shield skipping effects of lasers.
Dan K
[ February 06, 2004, 03:55: Message edited by: Dan Kochheiser ]
|

February 6th, 2004, 06:48 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: StarFire Mod v-Beta 2
Quote:
unless their is an ability in SE4G that allows you too by-pass Phased sheilds aswell
|
Yep. "Skips Normal Shields" skips non-phased shields. "Skips All Shields" skips all shields, regardless of phasing.
But, as P-D said, 1 point of non-phased shields will make the entire shield layer non-phased.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|