.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old February 1st, 2002, 03:19 AM
TerranC's Avatar

TerranC TerranC is offline
Brigadier General
 
Join Date: Dec 2001
Posts: 1,859
Thanks: 0
Thanked 0 Times in 0 Posts
TerranC is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

If No One did Star Trek right now I'll add some ideas. (This is for Federation)

Weapons:

Pulse Phasers: Meson BLasters with about 5X damage but crippled accuracy.

Phasers: Anti-Proton Beams with No damage loss with distance.

Photon Torpedoes: Anti-Matter torpedoes with added range and damage.

Quantum Torpedoes: Added range.

Tri-phasic Torpedoes: 2X the quantum torp damage.

Tricobalt devices: 1.5X damage of the QTorp but heavily crippled fire rate and range.

Armor & Shield:

Ablative Armor: Crystaline armor with slight added damage resistance but no shield energy.

Metaphasic shields: Phased shielding with slightly added strength and slight recharge rate.

Ship Systems:

Transporters: Serves as Mine Bay, Satelite Bay and cargo bay with storage area of 50 Kt and can load cargo from ships and planets 1 sector away.

Tractor Beam: Can be used to tractor all spaceborn made crafts to range 1 from the ship.

Replicators: Able to repair damaged/crippled ship in space without the help of space yards or rapair bays, Only effective for engines, weapons and command. Engines recieve half of the storage capability, weapons only 75% effective than original. Half of supplies are used for replication of needed materials. Requires Engineerings.

Warp Core: Quantum Reactor but this generates supplies up to 80% of the original supply capabilities rather than make it limitless.

Computer Core: 1 more movement added to engines. 80% accuracy in weapons. 2 range boost to all scanners inside ship. Size should be ridiculously large to compensate for the tremendous bonuses.

EPS Conduits: 30 Extra shiled strength. Decreased hull strength due to the volatility of the conduit.

Shuttle Bay: Serves as fighter bay but if engineerings is installed, can build fighters ONLY for 50% extra build time rate.

Engineerings: adds ability to repair and build craft without the help of repair bays and space yards.

Deflector Array: Can enter harmful sectors, warp gates, and systems with half the consequences Except black holes. In Black Holes Deflector array can help hold the shields together.

Holodeck: Increased Crew Experience.

Security: Doubles as Boarding party and Security Stations but half the effectiveness of both.

Scanners:

Scanner Array: Long range scanners with boosted range.

Command:

Battle Bridge: Auxillary controls but with added size.

Captain's Yacht: extra 10% combat bonus to ship.

Engines:

Ramscoop: Generates 50 supplies for every storm or sun. Adds 75 supplies to the generation of supplies if Warp core is installed.

Impulse drives: Jacketed-Photon engines with extra supplies capabilities and extra movement bonus.

Nacelles: Adds movement bonus. (Size should be large)

Ship Classes:

Escort: Scout
Frigate: Nova Class
Destroyer: Defiant Class
Light Cruiser: Sabre Class
Cruiser: Intrepid Class
Heavy Cruiser: Akira Class
Battle Cruiser: Sovereign Class
Dreadnought: Galaxy Class

Space Station: Drydock/Regula Starbase
Battle Station: Spacedock
Star Base/Base Ship: Deep Space 9

Light Carrier: Curry Class
Carrier: Yeager Class
Heavy Carrier: Akira Class

Light Fighter: Class 9 shuttle
Fighter: Delta Flyer
Heavy Fighter: Danube Class

Sattlelite: Midas Array

Drone: Genesis Device

Weapons platform: Phaser Turrets

Race Emblem: Federation Combadge Late 24th century
Race Picture: Federation Combadge
Human
Race Flag: UFP Flag

Structures:
Starfleet Academy: Doubles as a ship training facility and Fleet training facility.
Starfleet Command: Extra combat bonuses for every ship fighting in the system.
Starfleet Communications: Extra 10% experience for fleets. Extra 10% combat bonuses for satellites.

Well thats it...
__________________
A* E* Se++ GdQ $ Fr! C Csc Sf+ Ai- M Mp* S++ Ss- R! Pw Fq Nd Rp+ G++ Mm+ Bb++ Tcp+ L Au

Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.

Reply With Quote
  #2  
Old February 1st, 2002, 04:28 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
What's the difference between Increase Reload Time (Mental Flailer) and Disrupt Reload Time (Energy Dampener).
At a guess, either nothing, or:
Increase reload stacks over multiple hits, disrupt does not.
...just a guess.

Re: Trek shields & armor.
I reccommend making both the shield and armor components like the B5 armor mentioned in the other thread. The shields should have a moderately powerful crystalline effect, allowing breaches on most hits, and weakening as the armor & shield emitters are stripped away by damage.

I'll whip up some example components for you guys...
Reply With Quote
  #3  
Old February 1st, 2002, 04:32 AM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

TerranC,

Nice ideas. Looks like the Feds will be fun to play. The only thing I can think to add would be Dilithium Crystals. A very small component that is ultra expensive in radioactives. Somehow this should make the ships faster (move bonus? Emergency speed?)


Some comments on your many many ideas:
quote:
Ablative Armor: Crystaline armor with slight added damage resistance but no shield energy.

Metaphasic shields: Phased shielding with slightly added strength and slight recharge rate.


I'd guess they would have vanilla shields prior to metaphasic shields in the tech tree.

quote:
Transporters: Serves as Mine Bay, Satelite Bay and cargo bay with storage area of 50 Kt and can load cargo from ships and planets 1 sector away.


You can do that!


quote:
Replicators... Only effective for engines, weapons and command. Engines recieve half of the storage capability, weapons only 75% effective than original.


Is it possible to specify which components are repairable? Is it possible to repair weapons partially (only 75% effective)? Perhaps have the Replicators repair just one or two components (see organic armor I think) but use a ton of supplies.

quote:
Warp Core: Quantum Reactor but this generates supplies up to 80% of the original supply capabilities rather than make it limitless.


I'm guessing that 80% is for the advanced Version. Maybe the early Versions of the Warp Core would have a lower %?

quote:
EPS Conduits: 30 Extra shiled strength. Decreased hull strength due to the volatility of the conduit.


Very cool. I like the idea of the fragile hull strength... very accurate I think to the Star Trek realm. ONce the shields are down.. yur ded!
Super vulnerability to shield bypassing weapons, which I think is just fine I'd guess that this would be an integrated component (ie. type of hull) rather than the plug-n-play type of component.

quote:
Holodeck: Increased Crew Experience.


I'd just suggest making this an energy expensive component to make, and that it would gobble up supplies like crazy.


quote:
Ramscoop: Generates 50 supplies for every storm or sun. Adds 75 supplies to the generation of supplies if Warp core is installed.


Very nice. I'm not sure you can set supply generation per storm, but a great idea!


quote:
Nacelles: Adds movement bonus. (Size should be large)


I always thought of Nacelles as just the plating that shielded the warp engines... sort of a "don't cook the crew" structure.


I love the ideas, and please just take my yammerings as constructive discussion. If you can make these techs, components and ship types happen, I guarantee I'll play the Feds.

jimbob
__________________
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
Reply With Quote
  #4  
Old February 1st, 2002, 05:16 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

TerranC: You've got some good ideas, but no implementation experience. For starters, read the ability.txt .

- The tri-cobalt you describe would never be used. Make it 7x the damage, same size launcher, but one shot per combat, and there will be some use for it.
- All the "one sector away" things will never happen, and you can't tractor you own ships. however, the multifunction abilities can easily be done.
- Also, stay away from any construction ability on minor components. You can only have one per ship, and will be able to build full size ships, not just units.
- Repairs are always perfect. Components are all or nothing in SE4. Anything you can build can be repaired anywhere, except for emergency propulsion & supplies, which are hardcoded to require a full-fledged space yard.
- For the warp core, I would suggest letting it store a year's worth of supplies, rather than generating supplies. Describe it a package deal with some antimatter pods .
- Computer: everything but the +2 is possible.
- EPS: can't reduce hull strength unless you give it negative hitpoints, and Last I checked, SE4 chokes on stuff like that. Try this one out yourself with the latest Version
-Shuttle bay & engineering: spaceyard dealy as above.
- Deflector: harsh reality time.
- Holodeck: that ability would spread to other ships in the same sector, unless you mean a fixed, one-time boost. In that case, make it a 3% bonus for to-hit offense & defense.

Mostly great stuff, I just had to point out the problematic points. Very impressive overall.


+++++++++++++++

These should be a good start for the trek defenses:
Obviously, shield tech should be cheaper/faster improvement than armor tech.
Also, note that having lots of trek shields does not make you invincible. Once the initial 100% resistance is worn down and the crystalline starts to kick in, then the shields only block 50% of the damage. This then rapidly decays to zero as the generators get smashed for being "armor".

Name := Ablative Armor I
Description := A multi-layered material designed to selectively vaporize during weapon impacts, carrying energy away from the hull.
Pic Num := 211
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := All
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 5301
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 0
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is hit before most other components.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None

Name := Trek Shield Generator I
Description := Generates an intense, but localized gravitational distortion, disrupting incoming weapons fire.
Pic Num := 211
Tonnage Space Taken := 10
Tonnage Structure := 25
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := All
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 5401
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 0
Number of Abilities := 4
Ability 1 Type := Shield Generation
Ability 1 Descr := Can withstand upto 50 ADU before weakening.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := Can withstand upto 20 ADU impacts without significant damage.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Shield Regeneration
Ability 3 Descr :=
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0
Ability 4 Type := Armor
Ability 4 Descr :=
Ability 4 Val 1 := 0
Ability 4 Val 2 := 0
Weapon Type := None

Edit for clarity.

[ 01 February 2002: Message edited by: suicide_junkie ]

Reply With Quote
  #5  
Old February 1st, 2002, 06:35 AM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Hey TerranC good to see your enthusiasm and someone thinking about the Star Trek part.
Some things:
*Think of wich of these technologies should be shared with other star trek races.
*Be careful with balance!!! All what you're suggesting looks super-powerful. It doesn't need to be better to be worth researching since they will not have access to standard techs. Most technologies should be custom variations with their own advantages and disadvantages.
*You don't have to copy the engines+emergency pods model I suggested for starwars. Star Trek ships are fast both in strategic and in combat. Or you were refering to the mov bonus ability used in engines and solar sails?
*I already made a set of custom ship sizes for the federation. Note that tonnage of some ships is scaled because they were too big or too small. Please revise it and suggest changes/more sizes. I'll update my trek shipset to match with not included pics for those sizes later (or allow someone else to do it for me).
http://se4kdy.cyberwars.com/files/sc...ci-ficross.zip

[ 01 February 2002: Message edited by: Andrés Lescano ]

Reply With Quote
  #6  
Old February 1st, 2002, 04:21 PM

Val Val is offline
Major
 
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
Val is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andres:

You mentioned using the Assault Shuttles to capture ships, can you put boarding parties on fighter class ships? I know you can't do cargo (had tried that). I thought I tried this in the B5 mod (made a breaching pod class fighter) and it didn't work correctly.
Reply With Quote
  #7  
Old February 1st, 2002, 06:21 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Trek ship engines:

Most Trek ships should be able to have 3 "engines". They should have a Warp Core, which would be one per ship and give from 4-6 movement points. The Warp Core should store 10,000 suppplies and should be large. Then, add Warp Nacelles, which make from 1-3 movement. Ships will have a Core and 2 nacelles. Some ships, like the Heavy Destroyer, will have 5 "engines", allowing for 4 nacelles. Add Impulse Maneuvering Thrusters, which generate from 1-3 combat movement.

Add a Fusion Reactor/Anti-matter Storage Pod that stores 500 supplies and generates from 50-150 per turn. Add Bussard Ram Scoops that generate 100-300 supplies per star, and add some stars to the Nebula Systems.

I'll type my ideas on Trek ECM in the afternoon.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:13 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.