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January 29th, 2002, 04:10 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Adding Wing Commander stuff shouldn't be hard.
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January 29th, 2002, 05:01 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Sounds good. Adding anything is possible if someone is willing to help creating the mod.
We need ships sizes, weapons, engines, sensors, shields or whatever other components they use.
No one has voluntered to help with the Star Trek part so far. I thought there were many Trekkies around.
Maybe we get to add Honor Harrington, Starfire, Battlestar Gallactica, Andromeda, Robotech, Flash Gordon and Wing Commander before. 
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January 29th, 2002, 08:05 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Here's the starwars Version of ECM.
Since it also works against yourself, it explains (and includes) the "targeting penalty" of sw weapons.
When both sides have jamming sensors, stacked Sensor interference can be quite large.
To prevent abuse of stacking I made it available only to ships and bases and added the One Per Vehicle restriction, so you can only have heavy jamming when large fleets are involved.
Name := Jamming Sensor I
Description := Device used to fill nearby space with static and random signals, blinding combat sensors, however they also work against yourself.
Pic Num := 13
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Sensors
Family := 19
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Sensor Countermeasures
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Sector - Sensor Interference
Ability 1 Descr := Makes targeting 10% harder in the sector. Be careful when using many jamming sensors in the same sector since their effect stacks.
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Weapon Type := None
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January 30th, 2002, 02:05 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
We've already discussed about propulsion, most of the other techs are pretty straight forward weapons, shields, ect.
But there are a few techs I'm not sure how or if to add
Ion Beams (and Ionic Torps)
Normal damage against shields, disable unshielded ships (can't move, can't shoot). Used to make boarding by a relative vulnerable shuttle a piece of cake.
Large ion cannon emplacements are the only "weapon platform" weapon seen in star wars.
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January 30th, 2002, 02:43 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
You can't have multiple damage types on one weapon, so having ion beams do all of that is impossible. The only way to accomplish that would be to have an Ion Beam A, Ion Beam B, etc, (or some other, better naming device), where each type does one of the damage types you want Ion Beams to do.
I'll try and do some Trek stuff.
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January 30th, 2002, 02:49 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: You can't have multiple damage types on one weapon, so having ion beams do all of that is impossible.
Assumption is true, but the conclusion is false.
Use "Only security stations" as a damage type, and add 1 point of security station "boarding defense" ability to any components that should be disabled by the ion cannon. 
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January 30th, 2002, 03:08 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
So then I could make a self-destruct device that is specifically destroyed by a specific weapon just by adding "1 pt of boarding defence" to the self-destruct component?
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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