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May 18th, 2001, 01:01 AM
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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: Modder brainstorming session
quote: How about in addition to normal engines, tactical engines that give extra combat moves but less strategic moves and vice versa.
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Use the afterburner ability! yes! and perhaps we could give an engine a "-1" afterburner, so it gives 2 movement in strategic, but gives a total of zero in tactical!
Reality attack. -ve afterburner stuff dosen't reduce combat speed.
Just remembered I may have forgotten a small detail... will update this after I check...
Crap. Its true. -ve afterburners change to zero effect.
Anybody have ideas on how to fake our way around this?
[This message has been edited by suicide_junkie (edited 18 May 2001).]
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May 18th, 2001, 03:40 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
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Re: Modder brainstorming session
Couldn't you create a tactical engine that had no strategic move? You could mix them with the ion engines for your defense fleets.
How about just making another Version of the top two levels of engines? The alternative models would give one standard and one combat move and one standard and two combat moves.
Is there a maximum on the number of combat moves? 9 is the most I have seen and that was on a fighter.
[This message has been edited by Marty Ward (edited 18 May 2001).]
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May 18th, 2001, 04:08 AM
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Sergeant
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Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
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Re: Modder brainstorming session
I have used thrusters from fighters afterburners to give my bases limited movement during combat only.
No reason that you could not remove totally all startegic movement from fighters and just have them only be able to operate in that sector they are dropped. Thus making them more reliant on carriers.
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May 18th, 2001, 04:27 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
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Re: Modder brainstorming session
Do the afterburners work on bases? I tried giving a movement ability to the base vehicle and that didn't work.
How did you modify the component or did you give the ability to another component?
I agree with you about the fighters, no strategic moves really makes you use fighters as intended, local defense.
I think I may give modding a try and do some work on the fighters, they are already screwed up with the to hit plus and minus bonuses that I guess I can't hurt them.
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May 19th, 2001, 01:01 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
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Re: Modder brainstorming session
On a different topic...
Give mines varying levels of cloaking.
ie
Mines level1: low level of cloaking
Mines level2: medium level of cloaking
Mines level3: high level of cloaking
However, I don't see any reason why Psychic sensors would ever be able to detect mines (after all, what brainwaves would they be picking up???)
Or I may just be too sleepy to be thinking clearly....
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May 19th, 2001, 01:05 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Modder brainstorming session
You can change the mine cloaking, works good against humans. I don't think it would have any effect on the AI, it seems to like blowing up mines with ships!
Just change the cloak level on the level 1 & 2 to whatever you want.
I thought about adding a crude mine that was not cloaked at all, 2 kt 20 point warhead, but figured it would only benefit me so I never tried it.
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May 18th, 2001, 02:21 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: Modder brainstorming session
I know, but he wanted Ideas, so I thru one out. Here's another:
If you feel (as I do) that fighters shouldn't be able to just sit indefinately on a WP (how would you like sitting in a cramped cockpit for months on end!), just make the fighter lifesupport use supplies! I am also toying with the idea of making ALL life support use supplies, although not much.
And just out of curiosity (although changing this would affect game balance to much IMO), why is it that a Light carrier @ 800kt (AND lots of pilots to support) needs only 1 Lifesupport/crewquarters, while a Large Transport (consisting of mostly unmanned storage space) @ 900kt needs _3_ lifesupport/crew quarters?
WOW!!! can you say "run-on sentance"?
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