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  #111  
Old January 29th, 2002, 08:05 PM

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

Here's the starwars Version of ECM.
Since it also works against yourself, it explains (and includes) the "targeting penalty" of sw weapons.
When both sides have jamming sensors, stacked Sensor interference can be quite large.
To prevent abuse of stacking I made it available only to ships and bases and added the One Per Vehicle restriction, so you can only have heavy jamming when large fleets are involved.


Name := Jamming Sensor I
Description := Device used to fill nearby space with static and random signals, blinding combat sensors, however they also work against yourself.
Pic Num := 13
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Sensors
Family := 19
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Sensor Countermeasures
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Sector - Sensor Interference
Ability 1 Descr := Makes targeting 10% harder in the sector. Be careful when using many jamming sensors in the same sector since their effect stacks.
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Weapon Type := None
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  #112  
Old January 30th, 2002, 02:05 AM

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

We've already discussed about propulsion, most of the other techs are pretty straight forward weapons, shields, ect.
But there are a few techs I'm not sure how or if to add

Ion Beams (and Ionic Torps)
Normal damage against shields, disable unshielded ships (can't move, can't shoot). Used to make boarding by a relative vulnerable shuttle a piece of cake.
Large ion cannon emplacements are the only "weapon platform" weapon seen in star wars.
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  #113  
Old January 30th, 2002, 02:43 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

You can't have multiple damage types on one weapon, so having ion beams do all of that is impossible. The only way to accomplish that would be to have an Ion Beam A, Ion Beam B, etc, (or some other, better naming device), where each type does one of the damage types you want Ion Beams to do.

I'll try and do some Trek stuff.
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  #114  
Old January 30th, 2002, 02:49 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
You can't have multiple damage types on one weapon, so having ion beams do all of that is impossible.
Assumption is true, but the conclusion is false.

Use "Only security stations" as a damage type, and add 1 point of security station "boarding defense" ability to any components that should be disabled by the ion cannon.
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  #115  
Old January 30th, 2002, 03:08 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

So then I could make a self-destruct device that is specifically destroyed by a specific weapon just by adding "1 pt of boarding defence" to the self-destruct component?
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  #116  
Old January 30th, 2002, 03:19 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Not specifically, since any other defense components, such as defense turrets (and possibly crew quarters) will be destroyed as well.

And the shields will absorb hits from that weapon before the components get wrecked.

I say crew quarters, possibly, because they have an innate 4 points of boarding defense. They don't have the ability listed, but they have the effect.
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  #117  
Old January 30th, 2002, 07:31 AM

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

Realistic ion beams should do no real damage. They just negate energy to systems rendering them inoperable but leaving them intact. Basically the ship is left completely helpless but intact and will be fully working again once energy is restored. It should maybe be disrupt movements and weapons reload, destroy supplies or something like that.
I already knew that such a damage type is impossible.
The idea of destroying boarding defense and adding that ability to other comps is interesting.
When you destroy what vital component, movs and fire are delayed. Life support? crew quarters? bridges?
It would do some damage but if you can only destroy only one or a few comps you can shoot with ion without fearing destroying the enemy and also disabling it.
Most ships will carry something with repair ability anyway so that limited souldn't be a problem.
There would be no point in having hardly trained stormtroopers tough if anyone that could fight against them would already be dead


Some other techs

Interdictor
The interdictor is a specialized ship that generates an artificial gravity well or interdiction field. That field is used to prevent nearby ships from jumping into hyperspace and is one of the few ways to intercept a ship moving throug hyperspace.


Super techs (if ever included they must be extremely hard to research and build)

World Devastator
Normally used against planets, but can also be used in space.
Ships equipped giant with vacuum cleaners powered by miniature black holes that absorb ships and structures and turn them into raw materials they use in their on board factories to build units, and enlarge the devastator itself.
Short range weapon with negative supply use?

Sun Crusher
Small 6 men ship not only capable of destroying a star and everything inside, but also with a molecular armor strong enough to survive the explosion.
Can't make it survive but a small (maybe built-in) star destroying ship is possible.

Galaxy Gun
Giant space station that shoots hyperspace cruise missiles that can move faster than ships and carry a warhead capable of destroying a planet. Could proably be somekind of special drone.


Centerpoint Station
Not sure about this. It shoud never be buildable but maybe existing in some scenario.
Built eons ago by a forgotten culture, this station is located in the center point between the twin planets of Talus and Tralus in the Corellian system.
It's powerful gravity manipulation components were used to build the corellian system dragging planets from other systems.
It was used lately to create devastating gravity disruptions in far away systems.
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  #118  
Old January 30th, 2002, 04:45 PM

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

I was actually having similar problems with the ElectroMag weapons in the B5 Mod, I wound up making some Shield Only, some Engine Only and some mess the ROF delay.

I like SJ's idea about the "Only Security Stations", though it might be better to make it the "Only Engines" (since one of the things the Ion cannons did was disable the ship without damage) and add that to components that should be effected - thereby translated "Only Engines" to "Only ElectoMag/Ion". This way you can add the ion effect to the game without taking away from the boarding parties
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  #119  
Old January 30th, 2002, 07:32 PM

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

Problem is that IIRC only engine damage type bypasses shields.
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  #120  
Old January 30th, 2002, 07:40 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Plus, you can't add propulsion ability to components that you want the ion cannon to disable without having them count towards your engine limit or push the ship around.
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