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February 2nd, 2002, 01:08 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: And Imperator... In Trek facts Bussard scoops were only designed as an emergency measure so it could limp back to a starbase. I guess the amount of supplies it generates could be increased but no more than 100.
That's true, but if they don't generate enough resources, then nobody will use them.
quote: Is there any reason why a "fuel tank" would fill itself up?
I typed this in a hurry this morning, so I didn't think enough about what I was writing.  I should have called it a Fusion Reactor/Dueterium Storage Tank. The component is supposed to represent both the reactor and the fuel storage compartment for that reactor. They could be separated into a Fusion Reactor comp and a Dueterium Storage Tank comp, but that would just be silly. You can't fuel a reactor without some fuel, and storing fuel without any reactors would not get you any power.
Adding a separated Anti-Matter Storage Tank that gave some supplies would be fine, cause the anti-matter is used in the matter/anti-matter fission reactor that powers the engines. The dueterium fusion reactors are used to power other on-ship systems.
The warp core should eat up a moderate amount of supplies, and the nacelles should use tons of supplies and have 0 storage. That way, people would be more likely to use some reactors and storage tanks on their ships.
And now for ECM:
In Trek, ships hardly ever miss. When they do miss, it's usually because the target out-maneuvered the attacker. ECM devices don't seem to be useful or in existance. You can't get rid of ECM in SEIV, however. So instead, lower Trek ECM devices effectiveness, and add some "ECM" to the warp nacelles. About 5-15 should be good. Then, give the Impulse Maneuvering Thrusters 10-30 ECM. This does create the problem of Trek ships getting extra ECM in the beginning of the game. Any suggestions on how to balance this?
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February 2nd, 2002, 01:12 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote:
ECM devices don't seem to be useful or in existance.
I Heard somwhere that Defiant Class use ECM generators against the Borg.
[ 01 February 2002: Message edited by: TerranC ]
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February 2nd, 2002, 02:50 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Fyron:
What exactly are you trying to do with the supplies here?
Way back when, me and Magnum came up with a nifty Trek propulsion emulator for SE4.
Impulse drives give combat movement.
Nacelles give 1 standard movement.
The M/ARC (aka warpcore) provides 4-7 "bonus" movement.
Escorts & frigates require 1 Engine per move
Most ships upto say Battleship size require 2 engines per move.
Battleships take 3, dreadnaughts take 4.
- Any ship with too few functional nacelles is dead in the strategic water, no matter how good their reactor is. (bonus movement is useless without at least 1 standard movement)
- Putting four nacelles on an LC is fine: you get 1MP more, and backups incase of combat damage.
- Include an "internalized" nacelle design for ships like the defiant, where the nacelle is more expensive, but much more resistant to damage (or is perhaps not counted as "armor")
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February 2nd, 2002, 03:12 AM
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National Security Advisor
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I've started work on a Battletech mod while I wait for SE4Gold (unlike TechMod, I don't think BT will use many, if any, of the new stuff).
So, should I try to make it mesh with this mod as well? If so.. is there anything I can download to get an idea on what I need to balance against? I don't have a heck of a lot of information available, so I can be decently flexible..just trying to get the feel of it down, not the numbers.
Would it even add anything to the mod? BT focues more on ground invasions, so strong troops. Good fighters as well, and if I can figure out a way to model them, dropships (large shuttles, esentially- they do all the lifting to and from planets).
Other characteristics:
-No shields
-Ablative-type armor (the troop armor can be damaged by rifle fire, yet take direct hits from hypersonic slugs..the warpship armor is similar)
-Fairly slow on a strategic scale, middling speed in combat (hard to do, seeing that afterburner abilities don't stack)
-Weapons are powerful but fairly inaccurate
More later..
Phoenix-D
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February 2nd, 2002, 03:52 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
There is also all the stuff in BattleSpace - gives a bunch of ships to move the troops and stuff around as well as slug it out.
There are also a lot of (aerospace)fighters in BTech.
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February 2nd, 2002, 05:22 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
SJ:
quote: What exactly are you trying to do with the supplies here?
I don't really know at this point.  I was throwing out some ideas to get the Trek part of the Mod jump-started.
quote: Way back when, me and Magnum came up with a nifty Trek propulsion emulator for SE4.
Did this ever get past the drawing-board? Do you have a text file with some sample components? If not, don't worry about making a new one, I'll do it. What was the max number of engines you let ships have?
TerranC:
quote: I Heard somwhere that Defiant Class use ECM generators against the Borg.
Where did you hear that? I've never heard it before.
P.S: How do you make the quote tag say who originally made the post (short of manually typing in "posted by...")?
[ 02 February 2002: Message edited by: Imperator Fyron ]
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February 2nd, 2002, 05:58 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
RE: quote author thing:
If you click the double-quote button, you'll see:
[ quote]originally posted by Mr X.
[ qb] quoted stuff
[ /qb]
[ /quote]
I suppose those stand for "quote body" or something.
+++++++++++
With the supply thing, either go with the Standard SE4 "unmeasured reactor power and limited supplies", or convert it to "limited reactor power and unmeasured supplies" by making "reactors" store supplies and have the ship's supplies maxxed out at the beginning of each turn.
You can't really go halfway, 'cause then it dosen't make sense
In this mod, the races are different enough to make using both methods acceptable (as long as a particular race only does it one way).
quote: Did this ever get past the drawing-board? Do you have a text file with some sample components? If not, don't worry about making a new one, I'll do it. What was the max number of engines you let ships have?
All the datafiles have been lost to the mists of time  , but not the memory...
The engines would have no hardcoded limit.
Their limits would be set by combat and economic worthyness. Spending 50kT on two nacelles to get one more MP is not usually worth it, but can be used in certain situations for a tactical advantage.
The economic limit is the minimum required, but you could design a really fast 6 nacelle Frigate if you really wanted (+5 movement, no room for luxuries)
(did I mention I hate arbitrary limits?  )
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