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  #1  
Old February 1st, 2007, 06:41 PM
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Default Re: Neo Standard for SE V?

Shadowstar I never said they weren't also roles and classes I said for me they are sizes too.

You have done a fine job outlining what may be added for a NEO++. Now what are they going to be called; "Special.bmp"? Worldship and baseship don't count.
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  #2  
Old February 1st, 2007, 07:12 PM

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Default Re: Neo Standard for SE V?

I'd say stick with the stock naming scheme when possible. Treat special as a size/modifier. IE: special weapon platform.x, special drone.x, special light.x, special heavy.x, special base.x, etc.
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  #3  
Old March 28th, 2007, 09:47 PM
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Default Re: Neo Standard for SE V?

Ok, to get this rolling again, what do we think of this as the neo-standard? This would add 6 unique hulls to the stock set.

Keep in mind that the stock game already has a lot of "neostandard" type models called for, but not in general use. They add about 15 extra possible models shipset authors can already add to their sets and see used in the stock game.

Warships

+ Corvette/Scout (sub-frigate sized ship, name up in the air)
+ Juggernaut (super-dreadnought, not the same as baseship)
+ Worldship (generally spheroid, for the death stars et all)

Baseship is already called for by stock, but not used. A note about this would be good.

Carriers

Light and Heavy already called for by stock, so I don't think we really need any more.

Civilian Ships

+ Resource Ship (not positive on this one's general utility, but many seem to like it)

Small/Large freighters already called for by stock.

Bases

+ Battle Station (base to go between space station and starbase, as in all previous SE versions)

Units

+ Infantry (non-mechanized troop unit)

Small/Medium/Large unit versions of all units are already called for as primary models/layouts, though generally not used in stock shipsets, so we don't need to include those as part of the neostandard. A note about them would suffice.
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  #4  
Old March 28th, 2007, 10:14 PM

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Default Re: Neo Standard for SE V?

Space stations are underpowered in the SE series. The lack of need for movement should allow a much size greater advantage.

How about calling the basic station an 'Outpost'? After all, they start at 600 kt, which is merely the size of a cruiser. Add a few levels so it can reach 1500 kt. Then you can have a true 'space station' start at 2000 kt or so. And then bump starbases up to something more. At least 3500 kt. They should max-out at 5000-6000 kt or so.

For ship sizes, we don't need anything smaller. We need a class between dreadnought and baseship, though. Maybe borrow 'Titan' class from Moo? Or even Behemoth and Leviathan from Moo3. Baseship should still be the largest, and still use the starbase model. And it should be limited to a movement rate of ONE in all circumstances. It's just too huge to move faster without miraculous 'Q' powers.
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  #5  
Old March 28th, 2007, 10:48 PM
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Default Re: Neo Standard for SE V?

IMO, we don't need more ship sizes. We need to make the ones we have, useful.

Same with weapons. What good is a space station full of random heroes when you can put a superman in every police car?
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  #6  
Old March 28th, 2007, 10:57 PM
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Default Re: Neo Standard for SE V?

The juggernaut was meant to go between the dreadnought and the baseship; then you have the worldship for the crazily massive stuff.

We can't rename the space station hull, and making a sub-600 kt base would be silly. You can call your hulls whatever you want in your own mod; we just need common names for models.

Much of your post is about a specific mod, not a generic set of hull models. Same with SJ's post.
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  #7  
Old March 28th, 2007, 11:36 PM
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Default Re: Neo Standard for SE V?

Nice list Fyron... I say go.
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  #8  
Old March 29th, 2007, 12:40 AM
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Default Re: Neo Standard for SE V?

Escort and Monitor.
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Old March 29th, 2007, 03:17 PM

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Default Re: Neo Standard for SE V?

Given that SE5 allows variable tonnages for a class based on tech and that models can be scaled to correspond with this, it would seem better to have models and classes linked to roles rather than pure size.

Variations on tonnage would then be dealt with by added a prefix to the class (e.g. Small, Medium, Large, Super, Giant, Titan, Star, Galaxy). An exception could be made for warships where there is a need for a very wide range of sizes and there is a standard list of terms (from both naval terminology and previous SE games).

Military
-Warship (ship-to-ship combat)
--Frigate
--Destroyer
--Cruiser
--Battlecruiser
--Dreadnaught
--Behemoth
--Deathstar
-Defence (fleet defence via PD, shields or armour, repair/resupply)
--Escort
--Defender
--Baseship
-Carrier
-Fighter
--Interceptor (targets other fighters)
--Bomber (targets capital ships)
-Drone (automated targeting)
-Non-ship units
--Starbase
---Construction
---Combat
--Weapons Platform
--Troop
---Infantry (planet defense)
---Armour (planet offense)
Non-Military
-Explorer (high speed, extra supplies)
-Transport
-Coloniser
-(Resource) Extractor
-Terra/Astraformer (for Stellar Manipulation)
Special
-Space Monsters
-Racial Specific
-Technology Specific

Having much larger ship classes available would fit the ethos of a game allowing Ringworlds and Dyson Spheres and also allow for the more "significant" items of Stellar Manipulation to be made much larger, requiring bigger ships (a planet buster should need to be Death Star sized at least...).

The downside is that forcing roles on specific classes could limit player flexibility in fleet design - but for multiplayer games it gives a reasonable idea of opponents' fleet makeup (e.g. offensive/defensive).
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Old March 29th, 2007, 04:09 PM

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Default Re: Neo Standard for SE V?

Again, the neo-standard is supposed to apply to many mods. Its a request for commonly used MODELS, not for mod ideas.
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