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  #1  
Old June 7th, 2001, 04:42 PM

Wolverine Wolverine is offline
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Default Re: Technology Research Suggestions

All the suggestions in the previous email are excellent, however some require hard code changes and can't just be done from the research tree files.

One thing that struck me was how cool it would be to have mines that have shield and engine damaging components. That way you could have a minefield and a Capture ship just waiting for enemies with new tech
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  #2  
Old June 7th, 2001, 04:52 PM

Bluecher Bluecher is offline
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Default Re: Technology Research Suggestions

... delurking ...

Aint it possible to modularize the different new techareas ?

In that way that anyone can submit a techarea to you and you pack them all ?

Though I´ve never modded anything, I´m willing to try this - make a techarea and than send it to you, if it works.
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  #3  
Old June 7th, 2001, 06:41 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Technology Research Suggestions

quote:
All the suggestions in the previous email are excellent, however some require hard code changes and can't just be done from the research tree files.

If you happen to be referring to my post, they are all completely possible... in fact most of them I have already implemented in P&N
The ones that are not, are quite easy, and I've already done them, just not in P&N.

The ones that are not in P&N are:
-Size vs price/durability for non weapons
-Mines should have LOTS of warhead damage types.
-Modify engines so speed is based on thrust/mass. (engines per move is proportional to mass)
The first two are obvious, and minor variations on things I've done, while the Thrust/Mass thing is easy too.

ShipSize.txt:
-Modify engines per move to be proportional to mass.
-To prevent overflows, use 2% of the hull mass as the "engines per move" setting.

Components.txt
-Edit all engines to provide 4 to 6 standard movement. Leave bonus movement alone.
-Optionally create larger, heavier engines for larger ships, so you don't have to put 40 engines on a DN (just four 100kT massive engines).

With these settings, your escort (150kT, 3 EPM) with 6 ion engines (10kT, 4 MP) gets 8 movement, while a DS (300kT, 6 EPM) which is twice as heavy moves 4.
A DN (1000kT, 20 EPM) requires five ion engines to get 1 movement point.


quote:
Aint it possible to modularize the different new techareas ?
In that way that anyone can submit a techarea to you and you pack them all ?

Totally fine, the only problem is keeping the components balanced with other submissions, but that's the job of the guy putting it together

[This message has been edited by suicide_junkie (edited 07 June 2001).]
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  #4  
Old June 7th, 2001, 07:48 PM

Wolverine Wolverine is offline
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Default Re: Technology Research Suggestions

We're not worthy. We're not worthy

Seriously though. Thrust to mass ratio was the one I thought needed hard coding. Your solution sounds excellent. I hope the other modders consider implementing it because it would add a far greater level of reality to the game.
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  #5  
Old June 7th, 2001, 08:09 PM

Sinapus Sinapus is offline
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Default Re: Technology Research Suggestions

quote:
Originally posted by DirectorTsaarx:
Hmmm... "Asteroid Sling"... is that anything like "Butt in a Sling"? Or maybe a "Highland Fling"? Or even "Static Cling"?


Think 'mass drivers' as in

"Mass Drivers have been outlawed by every civilized species!"
"These are uncivilized times!"
"We have treaties!"
"EENK on a PAGE!"


------------------
--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
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  #6  
Old June 7th, 2001, 09:11 PM
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ZeroAdunn ZeroAdunn is offline
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Default Re: Technology Research Suggestions

Along the lines of new tech here are some ideas I had:

Rail Guns: Early incredibly cheap tech.
Size: 20
Damage: 20 20 20 20
Increaed chance to hit 50
Standard Everything else

Increase the damage done by fighter kamikaze warheads.

Mod weapons engines and supply storage (maybe armor too) to require more radioactives.

Mod life support and crew quarters to require more organics.

Extend current tech areas.

Just some thoughts
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  #7  
Old June 7th, 2001, 09:47 PM
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PurpleRhino PurpleRhino is offline
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Default Re: Technology Research Suggestions

Not sure if anybody is intersted, but I have most of these suggestions in place in a MOD that I'm tweaking. I've done a lot of things... More mine warheads, some changes to shields, armor, remote mining, engines (not based on size, but I might try this.), couple more missile types, another planetary weapon, another point-defense weapon, a couple tweak to some of the ships, bunches more systems types, another quadrant type, and a bunch of other tweaks that I thought were needed. If people are interested, I'll put it up in the download area. BUT it IS a beta right now. I'm currently working on changing the AI to use all the new equipment.
Later,
-PR
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