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  #1  
Old July 29th, 2001, 02:28 PM

MKSheppard MKSheppard is offline
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Default What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

If you look at Comp_119.bmp in your components
picture directory, you see something that
looks like a lifepod...

Lifepods were in MOO2 under a different name
, as escape vehicles allowing your ship
captains to survive the destruction of their
vehicles, and keep their experience in your
fleet.

I think that for a life-pod equipped vessel, you should get a new option: Abandon Ship, in which your surviving crewmembers
run to the lifepods and bLast away from the
smoking flaming hulk their ship has become,
becoming a group of fighter-scale craft.

If you want to keep your crew (and their
experience), you have to win the battle
or recover the lifepods before you flee.

Conversely, this could add strategy to the
game, as you could capture enemy lifepods,
and ruthlessly interrogate their crews,
learning a few new systems on the
starmap from the crew, and maybe a tech or
two if you manage to capture an engineer
(see below).

If you added a "Crew Complement" statistic
to the ship/component screen, it would be
quite useful, because you'd have a BASE
complement for each hull size, and that
would be added onto with each component
you put on, for example, a MASSIVE gun mount
would need 50 gunners to fire it, etc,
Ion Engine Is would need 50 engineers
to run, while Ion Engine IIIs would only need 15 (reduced maintenance needs and
more automation)....

This conversely, could bring about NEUTRON
GUNS...an insidious weapon that if a ship
has NO shields, kills 'x' number of crew
per turn, with NO DAMAGE to the ship, allowing you to capture an intact hulk

Comments?
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  #2  
Old July 29th, 2001, 03:57 PM

Ed Marshall Ed Marshall is offline
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

All good ideas.

Unfortunately, they will probably never be implimented. Maybe SEV, perhaps. I am , however, planning on adding neutron beams to my mod. And I am making boarding actions a very important part of tactical combat right from the word go.

Imagine a space-faring race spending years trying to figure out how to board an enemy ship. That should be a tech they start with.
I've also added ground infantry....another starting tech. I'm only a few weeks into the mod, but I should have something playable in August.
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  #3  
Old July 29th, 2001, 05:29 PM

MKSheppard MKSheppard is offline
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

:Grins:

I added Infantry as a starting tech, along with Power Armor as an intermediate tech
you get with Small Troops (cheap alternative
and all that).

I've also added:

HOLODECKS: Increases Ship Training by 1% per
turn up to 25%. Sucks lots of supply though.
Unfortunately, I cannot make the holodecks
randomly explode, wounding your command crew
when they try to play detective mysteries, or
have holographic entities try and take over
the ship

TRAINING BRIDGE: Not tested yet. Like
holodeck above, but for a fleet. Takes up
150kt of space, so it's better to build special
"training" ships to train cadets with, rather
than putting one on each BB.

External Supply Pods I to III: Holds
about 60% of what normal Supply Compartments
hold, but takes up only 5kt of space. The downside? It acts as 5kt of armor too. Get
in a battle, and watch your external supply
pods get turned into vapor, stranding you

External DU Gunpod I to III: For fighters/troops. As powerful as a normal
DU cannon of that level, but only takes up
1kt or 2kt of space. Fires once every 30
turns, simulating the limited ammo in
gunpods.

I have more...
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  #4  
Old July 29th, 2001, 08:40 PM
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Puke Puke is offline
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
Originally posted by MKSheppard:
HOLODECKS: Increases Ship Training by 1% per
turn up to 25%. Sucks lots of supply though.
Unfortunately, I cannot make the holodecks
randomly explode, wounding your command crew
when they try to play detective mysteries, or
have holographic entities try and take over
the ship



im not sure if this is facility only, or if you can put it on components. you should be able to have them increase the bad event chance though.

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  #5  
Old July 29th, 2001, 11:22 PM

Ed Marshall Ed Marshall is offline
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

Also, I don't think that any component that isn't an engine or a weapon will use supplies. Then again, I'm not exactly sure, so, correct me if I'm wrong.

I'm putting external cargo and supply storage in my mod as well, and since all races will start out with armor as a tech at level one, you won't see the A.I. USING them as armor.
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  #6  
Old July 29th, 2001, 11:39 PM
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

components that you 'use' can have supply requirements. examples are cloaking and stellar manipulation (that is, at least i think they fixed it so SM uses supply)

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