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April 3rd, 2006, 12:07 AM
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Corporal
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Join Date: Mar 2004
Posts: 61
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Re: The People\'s Mod 0.4.0 Released
Our plan is to continue adding features and finish the campaign as soon as possible. 0.6.0 will probably see the campaign more or less complete. We want to get all the features we want in, then really work had on balancing, optimization, and quality. 1.0.0 will be a very solid mod. I should like to add that I don't think this amount of work has ever gone into the mod this quickly. Exan and I are determined to get this mod back in the game.
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April 3rd, 2006, 12:13 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: The People\'s Mod 0.4.0 Released
Just so you know; feel free to take as much stuff from the P&Nism physics mod as you can
There are a ton of small things in there that make the underlying universe better. Everything from energy management, to shields vs armor, to somewhat balanced weapon variety.
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April 5th, 2006, 03:14 AM
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Corporal
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Join Date: May 2003
Location: South Karelia, Finland
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Re: The People\'s Mod 0.4.0 Released
Well I think next patch will be mostly content patch. More ships, more systems, fixed textures, more traffic, missile slots etc.
I guess I have to download P&Nism mod then and take a look at what we can take from it. Balanced weapons and energy management does sound cool.
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April 17th, 2006, 07:44 PM
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Private
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Join Date: Feb 2005
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Re: The People\'s Mod 0.4.0 Released
Actually, I'm not too fond of the P&N energy management model. However, something in-between the "forget about energy management" of stock and the annoying "you will run out of energy and not be able to get any more" of P&N would be fun.
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April 18th, 2006, 12:39 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: The People\'s Mod 0.4.0 Released
Run out and not be able to get any more?
Are you by any chance using a High Energy Discharge weapon on a ship without a quantum reactor or three?
The Wave Motion Gun may be superpowered, but it sucks down a ton of energy for at least 30 seconds when recharging.
If you stick with conventional weapons like torpedoes and bolts, you should have no problems on a ship with a small storage tank and a couple double reactors.
Heck, if you carry a pair of big energy tanks, you can fight almost anything without any reactors at all.
The trick, of course, is to not go around always firing. You've gotta let your batteries charge up and your guns cool down every now and then. Having lots of reactors is not a bad thing... they're cheap and small, and there is no limit to the number you install.
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April 18th, 2006, 02:17 AM
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Private
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Join Date: Feb 2005
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Re: The People\'s Mod 0.4.0 Released
It's probably because I was just in a Destroyer, and was trying to mount all sorts of other accessories and didn't have much room for extra power equipment. Really, I just got into one battle and it made a bad first impression.
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April 18th, 2006, 02:54 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: The People\'s Mod 0.4.0 Released
So you bought the guns, but forgot the ammo. 
Destroyers are small, and you have to make tradeoffs.
You also can't go up against a battleship, or a fleet of cruisers like you could in Stock. Superior forces are definitely superior in P&Nism.
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