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Old October 2nd, 2002, 11:11 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Andr&eacutes Lescano:
Thanks for the pointing out some of the mistakes and things that are still to be added such as troops. [...]

I will make most standard SE4 technologies, except most weapon techs and other punctual techs, available to everyone. But make most those techs give everyone different items. [...]

Can you help me fill in documents like [this one] for other races to have most of the techs that will be needed.
Having the different tech trees interact with each other (but still remain different) is a great idea. In fact, I was planning on doing exactly that for troops - at Troop level 3 (out of 5 total), for example, the Imperials get speederbikes and the Rebels get elite Rebel troopers (troops with more kt for the Imperials and troops with bonuses to attack+defense for the Rebels). Troop weapons would start at level 1 (bLaster pistols) and go up to level 8 (dual heavy bLaster cannon), with all SW races except the YV having access to the same weapons. I have the numbers worked out & can send them to you or post them here.

Regarding tech lists for other races... I'm a SW fan too. I could give you some suggestions regarding Imperial items and help write the Rebellion & Trade Federation/Separatists tech lists... now that Ep II is out, we could even add in the Republic as a player race (Naboo tech + clone troopers + Jedi, wow !), but I can't really help with ST or B5.

I'll study the Imperial tech list & post my comments here.

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