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May 17th, 2001, 01:33 AM
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Sergeant
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Re: Modder brainstorming session
Ah, ok, much like what emissive armor is supposed to be like. Cool idea. Only problem I see is that once you do more than 10 points (or however many the component has), wouldn't the component be destroyed and no longer regenerate?
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May 17th, 2001, 01:39 AM
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National Security Advisor
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Re: Modder brainstorming session
No, because it's not armor.
Phoenix-D
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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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May 17th, 2001, 01:40 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Modder brainstorming session
So, how about those cloaks & engine suggestions?
quote: Ah, ok, much like what emissive armor is supposed to be like. Cool idea. Only problem I see is that once you do more than 10 points (or however many the component has), wouldn't the component be destroyed and no longer regenerate
Ah, but you see, the component is not armor, so it could survive many hits by hiding behind other components!
These things could replace shield generators in a low-tech-feel mod (b5 or similar).
Once the generator is hit, though, it would die like any other shield generator.
[This message has been edited by suicide_junkie (edited 17 May 2001).]
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May 17th, 2001, 01:51 AM
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Sergeant
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Re: Modder brainstorming session
heh. You could actually do little ablative deflector shields. Make them 1kT each. 1 pt shields with 1 pt crystal shield regen. =) Hard to actually take them out. Hard to repair though, too.
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May 17th, 2001, 01:55 AM
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Shrapnel Fanatic
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Re: Modder brainstorming session
They'd be nasty little buggers if you got 150kT worth on a BC. You'd practically need a WMG to cut through it!
Add organic armor, and you're invincible to everything but shard cannons & null-space.
[This message has been edited by suicide_junkie (edited 17 May 2001).]
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May 17th, 2001, 02:03 AM
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Second Lieutenant
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Re: Modder brainstorming session
I like the idea of reflective shields.
I did that very modification to cloaking and sensors. In my tech set Cloaking goes up to level 8 tech. I added tech levels to all sensors to detect the higher level cloaks. Mines had to be modified so that they wouldnt be detected by the new higher level detection abilities of high tech sensors.
Detecting mine fields;
I added up to tech level 12 advanced military science to my game. Hyperoptics at the top level in my game will detect mine fields.
I also went through the AI races and modified the research files so that they will use the higher levels of cloaking and sensors. Although I have never actually determined if the AI uses the top level Hyperoptics to avoid mine fields.
If anyone is interested in seeing the mod I can send you the files.. or post them in them in the mod forum...if asked to.
As for new Ideas -
how about Weapon platform mounts using the same range and damage bonus as the station mounts - But dont include the bonus to hit.
Reduce the amount of population that can be carried in a cargo bay.
Advanced Stellar manipulation components
Smaller, cheaper and maybe self repair. This could Allow individual warships the capability to open and close warp points etc..
Add levels to existing tech to allow for miniturization of components.
Faster missiles
Get aaron to allow towing of ships with tractor beams on the strategic map and tactical combat.....
[This message has been edited by AJC (edited 17 May 2001).]
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May 17th, 2001, 02:04 AM
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Sergeant
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Re: Modder brainstorming session
Yeah, there's the rub, actually. There needs to be a hard limit of how much damage can be deflected. The restriction of One Per Vehicle would actually be appropriate for these. The higher the component level, the more damage it would be able to block, but you would only be able to have one per ship. Otherwise, you'd just be able to make a ship invincible.
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