.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #91  
Old June 9th, 2002, 06:25 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Me and and the Captain were discussing the defenses on IRC (#SE4).

To summarize:
-Internals have from 1 (lifesupport) to 5 (Nacelle parts) hitpoints. Higher hitpoint components are more likely to be destroyed first. The average for most ships should be close to 3 hitpoints per component.
- Shields are 20kt each, and run from 15 to 150 after ten tech levels. Hitpoints should be 5 each.
- Early armor will be about 0.5hp/kt. This could rise to maybe 4 or 5 by the time shields reach 7.5 hp/kt.
- Armor segments should have about 10 hitpoints each, in order to be hit first most of the time.

Calculation: An early tech ship of 200 kt (such as the new trek series enterprise) can expect to have about 60 hitpoints of shield/armor plus a bit of crystalline effect, and 40 hitpoints of internals. The ship would be beyond repair after about 10 solid hits from low-tech particle beams (meson bLaster I's).
Reply With Quote
  #92  
Old June 10th, 2002, 08:20 PM
ZeroAdunn's Avatar

ZeroAdunn ZeroAdunn is offline
Captain
 
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
ZeroAdunn is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Ok Kowk, here to put in my two cents:

--:Federation:--
1: Add a smaller size drone, call it a probe, give it just enough space for one or two engines and long range scanner.

--ominion:--
1: I think Ketracil white facilities should give bonuses to ship combat insystem (without the Jemhadar would be unable to run the ships)

2: The Dominion should have cloning facilities that increase the rate at which population grows and then there reproduction shuold be set extremely low.

--:Ferengi:--
1: Give them some sort of facility that gives them Ultra - Recycler ablities.

2: Have you thought about giving them a component that reduces ship cost? I think it would fit for them

--:borg:--

1: Give them a crew converter (change the name to assimilation drones or somthing), this would make them even more devestating and more like the borg from TNG.

2: Here is how I would do the borg shields, make them weaker than everybody elses but make it so they regenerate fully in one turn.

3: Give them troops that are extremely hard to kill (very high damage resistance) but don't do a ton of damage. This would allow a representation of the borg attempting to assimilate a planet instead of just conquering it and aliens putting up resistance.

--:General Components:--
1: Explorer bridge (-10 offense, -10 defense, +1 movement, maint reduction)

2: Plus two repair on engineering is a bit high, you might want to think about reducing it.

3: I would remove the shield regenorators. It seemed in TNG once shields were down you were screwed.

4: You might want to increase construction time for ships. It seems to take a long time to build ships.

5: My idea for a deflector: Every ship must have (don't know if this is possible) provides 2 shield generation and 2 shield regeneration.
Reply With Quote
  #93  
Old June 10th, 2002, 08:36 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

For the Ferengi, they should probably also get some large resource storage facilities, in order to more effectively trade.

Borg:
Definitely enough regeneration each turn to hold of 2 or three ships of the same era.
Also, give every borg component Organic Armor Regeneration abilities.
In the latest Gold patch, it works the way we need.

General:
#2: Each turn is a month long... I'm sure the engineering crews can fix more than one component in that amount of time...

#3: Yep. Regenerators would mess with the partial-shield-skipping system.

#5: I dunno, the deflector isn't really used in combat (except for technobabble solutions), it's for clearing junk out of your path while travelling fast.
Reply With Quote
  #94  
Old June 10th, 2002, 10:42 PM
ZeroAdunn's Avatar

ZeroAdunn ZeroAdunn is offline
Captain
 
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
ZeroAdunn is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

SJ: I know, I just thought it would look better if every ship had a deflector component.
Reply With Quote
  #95  
Old June 10th, 2002, 10:57 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

ZeroAdunn:

If you go to the TNG Mod site and check out the link that lists the current techs - you'll see many of those ideas are already in.

I do need more Ferengi ideas though...

Regarding Armor:

I've been working on armor and these are the results so far:

Armor I-III - Standard Armor req. Armor I-III

Duranium Armor I-III - Stronger Armor req. Armor IV-VI

Polarized Armor I-III - Armor w/ slight crystalline armor ability - req. Armor I-III + Shields I-III

Structural Integrity Field I-III - Hardens Armor w/ inc. hp/kt and damaged first - req. Armor IV-VI + Shields I-III.

Notes: Armor in this Mod no longer has the "Damaged First" ability (except S.I.F.) but is still most likely to be hit first since they have much more hp's than other components. Armor is also small in size (1-2kT) - so expect repair times to jump.

Federation has access to Ablative Armor. Borg to have Regenerative Armor. Not sure, but might have Reactive armor (similiar to Ablative) and some other types for unique race techs.

Next up is Shields + Sensors. As SJ has mentioned shields will be a little porous allowing some damage to squeak through. They'll be two types: Regular (10 levels) and Multiphasic (Phased, 5 levels). There may be a few custom types too...but that is unclear right now.

Since I'm now working during the week, I have less time to work on the project but check the Gamesnet.net IRC chat in room #se4 from time to time and I might be there looking to discuss the Mod further.

That's all for now.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #96  
Old June 10th, 2002, 11:00 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Zero Adunn:

I'm staying away from Deflector comps because there is already beginning to be too many comps that are needed and I want small ships to be useful throughout the game - not to be at a major disadvantage since they cannot cram all the extra goodies on board.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #97  
Old June 10th, 2002, 11:07 PM
ZeroAdunn's Avatar

ZeroAdunn ZeroAdunn is offline
Captain
 
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
ZeroAdunn is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Actually Kwok, I was at the site when I was righting stuff down. I didn't see any of the stuff I listed on the list. That is why I posted it.
Reply With Quote
  #98  
Old June 11th, 2002, 06:45 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Greetings.

SJ and I had another good IRC session and have developed quite an interesting system for mounts that works with the proposed shield system.

  • Some races like the Federation will have access to mounts called "Arrays" and "Banks" which give more raw power but less piercing ability.
  • Others like Klingons will have access to mounts that have less power but increased piercing ability.
The actual numbers are still being worked out but I'm sure SJ will make us a spreadsheet demostrating his numerical prowess.
Since I actually have this Saturday to myself, look for an update to the TNG Mod site that will explain the armor/shield/mount system much better.

I'm still looking for help to make some of the other data files like stellarabilities and sectortypes; so if you would like to do this, contact me and I'll let you know what is needed

That is all for now. I'm going to bed.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #99  
Old June 11th, 2002, 07:53 AM

Derek Derek is offline
Corporal
 
Join Date: Dec 2000
Location: Salinas, CA
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
Derek is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Captain Kwok:

SJ and I had another good IRC session and have developed quite an interesting system for mounts that works with the proposed shield system.

  • Others like Klingons will have access to mounts that have less power but increased piercing ability.
Interesting idea. How do you restrict access to the different types of mounts, for races that cannot get those types, since the compenhancement.txt file doesn't have entries for tech level, or race type, or anything like that...
Derek
Reply With Quote
  #100  
Old June 11th, 2002, 02:25 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: *** Star Trek Mod Discussion ***

I whipped up the spreadsheet with mount calculations, and even a damage simulator.
You can fill in the base weapon damage, and CA points per generator, and see how much hull damage you take from any mount vs 1,2 or 3 shield generators.

I want to add in a bit more still, such as calculating the damage based on having an equal space set aside for the weapons.
As it is now, the hull damage numbers are for a single mounted weapon, when you could fit more array mount than heavy mount in th esame space.

[ June 11, 2002, 15:02: Message edited by: Suicide Junkie ]
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:49 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.