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May 24th, 2003, 03:53 PM
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Captain
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
OK, to answer your questions :
- What's missing ? Nothing that I can see. No, wait, there is the Force, but we can add that in after we have the Empire and Rebel tech working.
- What other cool technology can be included ? You seem to have thought of everything already. We could add some more troop weapons (grenades, thermal detonators, mini-proton torpedo launchers, heavy bLaster pistols) but it would just be chrome.
- What reorganization is needed ? You have done most of it already by moving the SW tech over to regular SEIV tech areas. I personally feel we could take this one step further - I'll try to organize my ideas, then put them on my next post.
Edit : 5 stars for your work !!
[ May 24, 2003, 14:56: Message edited by: Chief Engineer Erax ]
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Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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May 24th, 2003, 06:06 PM
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Captain
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
OK, my thoughts are in order now. I really liked the % scaling mounts, BTW - I didn't understand their purpose at first, but now I do. I believe you could eliminate some of the families for these mounts (14, 15, 48, 24027) - some of these are fighter-sized components and the rest are 'regular'-sized SEIV components.
Now to the main point. I believe there are two or three SW tech areas left that can be 'migrated' over to SEIV tech areas. These are :
Turbolaser weapons - Could be gotten via research into Energy Stream Weapons. The downside of this is that you would have go through Physics 1 to get them. However, see below.
BLaster weapons - A family of 'bLaster cannon' could be created to serve as pre-laser SW tech. BC I could be available with no tech requirements (other than SW Tech), BC II with Physics 1 and BC III - VIII with Energy Pulse Weapons 1-6. They should be less efficient than their laser counterparts but might have a longer range at the top tech level, or allow an exclusive 'auto-bLaster' mount that increases their range (edit : you could also have them be more wasteful of supplies than turbolaser weapons).
Ion Cannons - Would be researched via Energy Stream Weapons + Shield Damaging Weapons.
Fighter tech - Star Wars races should generally get fighters earlier, since their light fighters are smaller than SEIV fighters. Here's what I had in mind :
At start - TIE Fighter / Z95
Construction 1 - TIE Vader+Bomber / Y-Wing
Fighters 1 - TIE Interceptor / X-Wing
Fighters 2 - TIE Avenger+Phantom / A-Wing+B-Wing
Fighters 3 - TIE Defender+Scimitar / E-Wing+K-Wing
The 'bomber' hulls could have a secondary Nuclear Warheads tech requirement. I believe this progression would eliminate the need for the Caduceus Fighters tech area.
There's more, but I'll wait to see what you think first.
[ May 24, 2003, 17:10: Message edited by: Chief Engineer Erax ]
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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May 25th, 2003, 08:41 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
About those families in the scaling mounts you're probably right. I wanted to consider some possible crossover with standard SE4 but results would be weried anyway.
It's more of a question like if for example APBs and TLs similar enough to assume that it's logical that analyzing one can get you the other.
Nuclear Warheads could be migrated into Missile Weapons, but that might make missiles more used than beams.
I like the idea of earlier fighters. Maybe the fighters available to all, Toscan, R-41, CloakShape should be the one available early.
TIEs are advanced fighters, (they are smaller but have more space because they do not require life support and have more movs with fewer engines) the Empire should get other fighters such as Assault Gunboats first.
About the force we have also to consider if Jedi and Sith will have their own race/empires, what techs should be exclusive of them and wich for those who only have a handful of force-Users among them.
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May 25th, 2003, 08:42 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Edit : 5 stars for your work !!
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He get's 5 stars for just one of those beautiful ship sets he has made.
Andres, if you give me a list of things you want coded, I can make the data files for ya in a giffy. 
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May 26th, 2003, 01:38 AM
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Captain
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
My suggestions come from looking at things from a game perspective, so they are understandably lacking in internal game-universe logic. But let's see what I can do :
APBs vs. TLs - both use magnetic acceleration to fire packages of energy contained in magnetic 'bottles', but the content is different (antimatter for APBs, plasma/photons for TLs).
Regarding SW warhead weapons, I agree that there would be problems. Perhaps we could 'grid' them to require Missile Weapon and Torpedo Weapon technology (maybe Physics 1-3 too). I'll think of something and post a proposal here.
If we give the Empire other fighters first then the Fighters tech area will have to stay extended out to level 5, as it is in your current files. That being said, I agree. On a timeline basis, TIE fighters were developed before gunboats, so I like your other idea better - make some of the lowly fighters like the Pinook, CloakShape, even the Z95 available to all. The better 'other' fighters can be kept in reserve for when we add the Black Sun / smugglers as a separate race.
Maybe we could 'grid' the Gunboats so the Empire only gets them after they have developed fighter-sized shields.
This link here has some excellent craft pictures, by the way, including all the X-Wing Alliance fighters.
Regarding the Force, I have some ideas, but I'd rather concentrate on non-Force tech first. Once we have that coded, we can spend as much time as we want discussing Force stuff.
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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May 25th, 2003, 11:22 PM
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Captain
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
OK, here's my suggestion for Nuclear Warheads :
Proton Torpedoes I-V : Physics 1 + Missile Weapons 1-5 + Torpedo Weapons 1-5
Concussion Missiles I-V : Physics 1 + Missile Weapons 3-7 + Torpedo Weapons 3-7
Small Proton Torpedoes I-V : Physics 1 + Missile Weapons 1-5 + Torpedo Weapons 1-5 + Smaller Weapons 1-3
Small Concussion Missiles I-V : Physics 1 + Missile Weapons 2-6 + Torpedo Weapons 2-6 + Smaller Weapons 1-3
Heavy Rockets I-III : Physics 2 + Missile Weapons 3/5/7 + Torpedo Weapons 4/6/8 + Smaller Weapons 1-3
Space Bombs I-II : Physics 2 + Missile Weapons 5/7 + Torpedo Weapons 5/7 + Smaller Weapons 2-3
Devastator Torpedoes I-III : Physics 2 + Missile Weapons 7 + Torpedo Weapons 8-10
Flame Carpet Warheads I-II : Chemistry 1 + Missile Weapons 7 + Torpedo Weapons 9-10
Another alternative is to extend the Missile Weapons tech area out to 10 levels and not require Torpedo Weapon research.
What do you think ?
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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May 27th, 2003, 04:24 AM
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First Lieutenant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
well I'm impressed
How many levels out does the plain SEIV missile weapons tech go? If you can match it up level for level that would be optimal, no?
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Jimbob
The best way to have a good idea is to have lots of ideas.
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Take away paradox from the thinker and you have a professor.
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