Re: Making Carriers and Fighters more usefull.
What we are trying to do is get the mod to focus more on the use of fighters and carriers than on bigger badder ships.
We have removed the PDC from use with ships, replaced it with anti - fighter missiles. (if they work), and given the PDC to the fighters. (If that will work).
CNC wanted to keep the mod basic, no major design changes that would require extensive modding of the AI. I agree, why whip a dead horse. I am sure as time goes on and the mod becomes more of reality than it currently is, QNP and other concepts will be adopted. But with QNP and seperation of engine abilities comes the daunting task of AI editing and modding. And I really don't have to mention how much of a PITA this is.
Right now we have a basic mod working. Its playable and not that much differant from stock say for some new racial triats and technologies.
Cloaking technology is now a racial trait as is gravitational technology.
I wish CNC would not have posted here about the carrier fighter issue until we had more time to work on the ideas. But what is done is done. Now we have to sift through the Posts for things that we can use.
I do ask myself this daily, why bother? I mean anything we do now is kinda pointless given the fact that in a very short time the focus will change toward SEV.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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