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  #1  
Old September 24th, 2001, 09:24 PM
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Default Re: New mod, looking for ideas

It depends, haven't decided yet. Probably cheep, maybe equall to the hit points. Why?
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Old September 24th, 2001, 09:31 PM
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Default Re: New mod, looking for ideas

it just seems that at those numbers, no one would take the 10KT armor, and if they had very good repair ships traveling with the fleet, they might not even take the 5. If you are sticking with those numbers, i would consider makeing the resource cost porportional to a power or multiple of the protection value, to ballance out the less efficient armors a bit more.

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Old September 25th, 2001, 05:47 PM
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Default Re: New mod, looking for ideas

Planet WP's should have larger shields, more and heavier armor and gun mounts with farther distance then ships.
Since they are planet bound, they wouldn't have the space limitations of ships. I know one of the other mods, (can't remember off hand who's) increase range of planet bound WP's so seekers couldn't just sit off and glaze a planet. This is one area that should be patched in SE4, planets should make you pay to take them out. Don't make your anti ftr PD's to weak or your ftrs will be to strong and take away from the game. Maybe look into anti-ftr seekers, short range, Ships costly ok, but it sounds like your making it into a ftr vs ftr mod. If you can't afford large ships, then your ftrs have no one to fight except other then ftrs the majority of the time. You need the ships, what you might want to do is keep cost down on say up to BC's, BB's, DN's, BS',
cost more long time to build but butt kickers. this way your fleets would have Task forces built around a few of the heavies

just some ideas mac


[This message has been edited by mac5732 (edited 25 September 2001).]
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Old September 25th, 2001, 08:47 PM
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Default Re: New mod, looking for ideas

I see your point about the armor. I will go in reverse hitpoints order. the easiest to repair will cost 10, the next 13, the next 16. (trust me it adds up)

Secondly I am making repair yards a little larger. Possibly more expensive too.
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Old September 25th, 2001, 11:41 PM
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Default Re: New mod, looking for ideas

quote:
10 space 20 hp
1 space 15 hp
5 space 18 hp

easiest to repair will cost 10, the next 13, the next 16

That gives you:
<Armor>: <protection>, <cost>, <repair rate>
10KT armor: 2.0 hp/KT, $0.5/hp, 160 hp/turn
5KT armor: 3.6 hp/KT, $0.72/hp, 144 hp/turn
1KT armor: 15.0 hp/KT, $1.06/hp, 120 hp/turn

You definitely need to boost the protection Ratings of the big armors, or lower the 1KT armor.
- the 10KT armor has the same hitpoints as an engine!!!
- the 5Kt armor is twice that, but still won't have much effect defensively.
- the 1KT armor is unnaturally strong (relative), with no penalties at all.
Also, if the point of the small armors was to make them harder to repair, you haven't accomplished that yet.
- I suggest that you decide what HP/KT rating you wish to give the armor, then decide what the cost to repair should be.
Then, Size is proportional to 1/ <repaircost>,
and Hitpoints = <size> X <HP/KT rating>

P&N has:
10KT: 5hp/KT, $1/hp, 400 hp/turn (Tech level 3)
3KT: 8hp/KT, $3/hp, 192 hp/turn (tech level 6)
1KT: 14hp/KT, $2/hp, 112 hp/turn (tech level 11)

EDIT: reworded, since it seemed a bit ... "aggressive".

PS:
quote:
shields will still generate aroud 1000 (maybe lower once I actually finish shielding) shield points (one per ship)
You've got the "One per vehicle" restiction in mind for this, right?

[This message has been edited by suicide_junkie (edited 26 September 2001).]
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Old September 26th, 2001, 05:59 AM
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Default Re: New mod, looking for ideas

Yes, one shield per ship. (like I said there will be shield reinforcers) Also planetary shields will be very powerfull and if it is possible I will 1. Decrease the number of planets and 2. create another type of construct that doesn't require a sun (don't know if that is possible yet, if push comes to shove I will just make it a ship with low maintanence but takes for ever to build.)

I see what you mean about the armor. As for the enginge/armor thing, what makes you think I am going with the same engine setup?

I think I am going to go back down to just two types of armor, strong and weak.
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Old September 27th, 2001, 10:52 PM
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Default Re: New mod, looking for ideas

My point is:
a) your 10KT armor is only as strong as standard SE4 engines.
b) those Standard SE4 engines are insignificant in terms of damage resistance.

Still, the armor is only twice as strong as any other internal component.

quote:
I think I am going to go back down to just two types of armor, strong and weak.
There is no need to make it simpler; why not have many types of armor, with each type having one great attribute at the cost of the others:
- Hitpoints/KT
- Cost/HP
- Repair rate
- resistance to specialty weapons (weapon/shield/engine destroyers, or even null-space)
- alternative resource cost (eg. organic armor/radioactive armor)

What I'm trying to say is that with the new shield thing you've got going, you need to keep the defensive options open.
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