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  #1  
Old February 7th, 2002, 04:22 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Preliminary SW comps, need more revision and changes to be made, my ships were outgunned by ships with DUC I! And there are some more still to add such as all fighter stuff that should be really important in starwars.
But I like how they're working so far.
I also included the excel file I use as mailmerge source.
http://se4kdy.cyberwars.com/temp/Starwars.zip
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Old February 8th, 2002, 05:44 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

WHat was the final decision on the following two issues:

Ion Beams - the extra ability for them to disable will be?

Engines - What 'useless' ability are we standardizing for use?
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Old February 8th, 2002, 07:01 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ion Beams - Shouldn't they just kill supply. I' kinda certain that damage type is available, but I haven't checked in some time.
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Old February 8th, 2002, 07:29 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Ion Beams - the extra ability for them to disable will be?
That has to be boarding defense, because of the damage types available.

Otherwise you can't shut down weapons and shields at the same time.
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Old February 8th, 2002, 08:00 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Ion Beams can damage:
*Life Support
*Bridge
*Aux. Bridge
*Shield Regenerators (or shield generators that include regeneration ability)
*Point Defense Cannons
(Different races and Groups may have their own Versions of these comps, and all of them will have to include the boarding defense ability (unless they are specifically invulnerable to ions, eg living ships). Not sure if hide it or make it look like an advantage.)

The "disabled" target will be dramatically slowed down and unable to raise shields or shoot down fighters.
Then a slow and vulnerable assault shuttle (fighter) can safely aproach and board it.
The target woud still be able to fire its main weapons, but their chance to hit a fighter are low.
Boarding parties would still have to overcome crew quarters innate defense to be succesful. (And big ships will have many crew quarters, making them harder to board)
After the battle, (boarded or not) total damage of the disabled ship would be relatively low and could be rapidly repaired.

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Old February 8th, 2002, 11:27 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ok, now what was the final call on engines?
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Old February 9th, 2002, 01:44 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

All we have to do is choose a different "useless ability" for each engine size.
I made SW engines of the same sizes of B5 engines (at least the same sizes of fission engienes) so they could use the same abilities.
I also made different sizes of shields, so we may need to add them other "useless abilities"

Take a look at these pics:
http://se4kdy.cyberwars.com/temp/sw_pics.zip
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