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July 20th, 2004, 03:38 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: - Input needed ! New mod "Impact" almost ready !
Ok, so it is leaky shields, cool.
As for the armor, I meant nothing to do with cystalline or emissive type components.
Just damage soaking standard armor, or leaky armor like your hull-based components (only they'd take up some space and have fewer hitpoints)
[ July 20, 2004, 14:39: Message edited by: Suicide Junkie ]
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July 20th, 2004, 03:40 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: - Input needed ! New mod "Impact" almost ready !
thanks for the feedback so far.
leo, in fact i the weaponsystems was inspired by x-com. Then again i added other weapontechs as well, such as Massdriver (which are different than gauss weapons in my mod) and electric/shocking weapons...
Fyron: Yeah indeed it may look messy when you have to choose a new hull in the designscreen. Than again i dont except players to research every 3 kinds of each shipsize...
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July 21st, 2004, 03:17 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
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Re: - Input needed ! New mod "Impact" almost ready !
Just wanted to update things abit.
I worked hard to finish the Last vehiclesizes for the expanded (MP) Version yesterday.
In fact i changed things a bit. You still research Protypes, Normal and Enhanced hullsizes, but additionally some research unlock even better hulls. So i decided to add a recon drone once advanced scouts have been researched, as well as Heavy Destroyers (which come once you have researched all Destroyer Tech) and even Superheavy Destroyers.
So in fact hullsize research will be a bit different and hopefully more dynamic to everyone.
Suggestions are welcome 
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July 25th, 2004, 03:10 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
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Re: - Input needed ! New mod "Impact" almost ready !
yet another update.
Unfortunally i wasnt able to complete the mod yet, so the release has to be delayed by a few days, at most one week. I modded quite a lot the Last days, but i still noticed a few things i want to get rid of, for the best possible experience.
Next week for sure 
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July 25th, 2004, 08:17 PM
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Private
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Join Date: Jun 2004
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Re: - Input needed ! New mod "Impact" almost ready !
I'm curious, what equations (e.g. logarithmic or linear) did you use to develop your defense/offense bonuses, and max movement vs displacement (KT) etc? That is, are they consistent across your spectrums of displacements (w/in prototype, w/in normal, w/in enhanced hulls) and between spectrums (prototype vs normal vs enhanced hulls)?
And the same question w/ weapon systems.
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July 26th, 2004, 04:33 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: - Input needed ! New mod "Impact" almost ready !
that is indeed a good question.
In fact there is definitly no equations in form of linear or something. At first i thought i would make it that way, but instead i decided to create AIs to test out everything (in fact no SP Version was planned, but since i created AIs anyway i decided to upgrade them allow a real SP play)
Averagly the difference between prototype and normal Versions is a roughly 20% more space, a maintaince reduction of ~ 10%, and a defense bonus of ~ 10%. Enhanced hulls give the same bonus again, but in addition need less engine power or can get one additional engine. Of course this only applies for small ships. Later on it gets quite expensive to research better hulls
i.e.
prototype cruiser - cruiser- enhanced cruiser - heavy cruiser - enhanced heavy cruiser is a very expensive research tree, but it offers a lot of power as well. If you manage to get the advanced heavy cruiser you can easily skip battlecruisers and maybe even medium battleships, then again it could me more smart (research cost wise) to get only advanced cruisers and head for light battleships.
While it may sound weird you can believe me that everything has been tested our in several games and i believe it will work out as planned.
The weapons were balanced the same way, i felt it need to be balanced by hand or manually so i did that, too. I created several AIs and told them to research different weapon paths in order to test how i.e. a Gauss AI will do against a Sonic AI and so on.
edit: Since it may be hard to decide which hulls to research and which to "skip" i decided to create a tech tree for hullsizes to show players what they CAN get. So everyone can decide on their own.
[ July 26, 2004, 15:35: Message edited by: Ragnarok-X ]
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July 26th, 2004, 07:47 PM
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Private
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Join Date: Jun 2004
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Re: - Input needed ! New mod "Impact" almost ready !
Ha, ok. I'll have my spreadsheet ready when you release. I'd like to see how your "phsyics" and "universe constraints" philosophy compares to some other mods.
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