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November 28th, 2001, 08:50 PM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: BABYLON 5 RACES
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Shields-
Ack! No! Please don't ruin B5 with shields!
See B5 mod (about halfway down the page by now)
I'd still really like to make the SF universes merge as civilization "ages". In order to keep it balanced for play vs other ages, try balancing it by maintenance.
(EG: B5 ships are very low maintenance/ cheap to build, so you can throw lots of 'em at the shielded ships from the other universes (Just imagine how many ships B5's humans could field if they had 30 fully developed worlds(as you might find in an SE4 game), compared to how many ISD's the SW empire could support given only 30 worlds, not the entire galaxy))
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November 29th, 2001, 02:18 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
And I still don’t like your ages ideas.
I don’t want to start like present Earth, evolve into B5 Earth Alliance, then into the trek Federation, and then into the sw Empire, then somehow mutate into the Yuuzhan Vong  , to finally evolve into the Vorlon to end up being Q!
Do you like this ages order?
What I want to do, and think most of the others want is play any of those races and fight against the others.
Your point about B5 lack of shields is well seen. It will be harder to balance that with armor and lower costs, but it’s possible.
I just copied the first post, but I read the others.
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November 29th, 2001, 03:21 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
It dosen't have to be ages, it could be racial techs (or even both). Just disallow the "ages" tech tree, and enable "B5","ST","SW", etc tech trees during game setup.
Please don't homogenize all of the SF universes.
In regards to B5 ships, their weapons are decently powerful, probably within an order of magnitude of Trek. Putting ten B5 capital ship beams into a Galaxy class ship should breach the shields pretty quick, and they could win (with heavy casualties, though)
I'd image the fight to be like a BattleMoon vs 20 DNs, or a bunch of frigates against a baseship.
A completely valid way to fight a war.
In terms of population & morale, B5 races are used to grinding, high-casualty warfare. Trek races would be more sensitive to losses, but have fewer, larger ships, and thus fewer losses to get upset about. Giving a reduced unhappiness from ship losses to B5 races would be a good idea.
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November 29th, 2001, 04:46 AM
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Brigadier General
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Now this is exactly what I am trying to do with my mod? Send me the raw data. I only work three days with four off so I have the time to sort it out and turn it back for testing.
The idea of a racial ability allowing access to say the Star Trek tech tree is how I planned to tackle the problem. Evolving into an ages idea is just not the way to attack this.
Ok phoenix-D has brought up the point that I was missing this thread all together. So someone else is also working on this idea. I will work hand-in-hand with him if he would like the aid. I got the tech ideas from lower in this thread, now how about ship sizes for the deferent players involved. Star Wars, Bab5, and Star Trek?
[ 29 November 2001: Message edited by: President Elect Shang ]
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November 29th, 2001, 05:01 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
This is what we were thinking about. Maybe even 2 racial traits, one general for each sci-fi and one for some races.
For example you may need to select the "General Star Trek" + the "Federation" racial traits.
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November 29th, 2001, 05:05 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The raw data, and particulary the balance between the different origin races is what we're trying to agree with.
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November 29th, 2001, 05:59 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Look at what I found!
http://www.red-jack.com/~sfbtng/indexbtw.html
Now all we need is to find a way to convert all that to SE4 and revise it carefully.
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