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  #121  
Old January 30th, 2002, 08:15 PM

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

Aha, hafta think before I speak...

[ 30 January 2002: Message edited by: Val ]

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  #122  
Old January 31st, 2002, 07:43 AM

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

Please remind me what’s the difference (if any) between having all your life support, crew quarters or the bridge destroyed. Both during combat an after it finishes.
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  #123  
Old January 31st, 2002, 04:37 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Losing bridge (& aux bridge) in combat: lose half your movement.
Lacking bridge outside combat: lose half movement.
Losing crew quartes: lose half movement.
Losing lifes support: lost 75% of your movement.

These are all multiplicative, so losing bridge and crew quarters has the same effect as losing lifesupport.

If a ship has lost all three, 32 movement points get reduced to 2 MP. (anything less than 32 leaves 1MP)
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  #124  
Old February 1st, 2002, 01:25 AM

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

How does this sound,
Ion Beams can damage:
*Life Support
*Bridge
*Aux. Bridge
*Shield Regenerators (or shield generators that include regeneration ability)
*Point Defense Cannons
(Different races and Groups may have their own Versions of these comps, and all of them will have to include the boarding defense ability (unless they are specifically invulnerable to ions, eg living ships). Not sure if hide it or make it look like an advantage.)

The "disabled" target will be dramatically slowed down and unable to raise shields or shoot down fighters.
Then a slow and vulnerable assault shuttle (fighter) can safely aproach and board it.
The target woud still be able to fire its main weapons, but their chance to hit a fighter are low.
Boarding parties would still have to overcome crew quarters innate defense to be succesful. (And big ships will have many crew quarters, making them harder to board)
After the battle, (boarded or not) total damage of the disabled ship would be relatively low and could be rapidly repaired.


What about making Interdictors warp point manipulation ships. Not sure if make that a comp or built-in to restrict it only to Interdictors.


BTW I've been looking at the damage types listed in the componentes.txt heading. I couldn't find any other dam type we could use, but I have an OT question. What's the difference between Increase Reload Time (Mental Flailer) and Disrupt Reload Time (Energy Dampener).

I'm working on the propulsions tree, it will be divided into Sub-Light (engines) and Hyperdrives (emergency pods) that will be researched separately.
I want ships to have 4-6 normal movs (no Movement Bonus to any engine) and then use hyperdrives to give them 5-10 emergency movs. So they have 2-3 movs in combat but when using hyperdrives can have 9-16 strategic movs. (they will compensate their low speed in combat and short range in weapons with fighters and longer range tractor beams)
I'll probably use max engines in their hulls to restrict normal speeds. I know I could decrease efficiency of engines or increase eng per move of hulls, but in known ship schematics engines are a small portion of total size.
I like the complex propulsion tree in the B5, and like how you made ships depend on reactors.
I want to make something similar in sizes and the way reactors work, but simpler in tech trees so primitive Atomic Drives and then Implosion Drives are fastly replaced with Hoersch-Kessel Ion Drives (each type with their respective reactor) that only gets slowly better in time.

This would also make starwars sub-light propulsion inferior to others propulsion. HK Ions may get cheaper (and lower manteinance) than any other engine since that's the explanation why they are the the most used engine in the galaxy even if other techs are available.

I was thinking about making Atomic Drives 1.5x price and size, Implosion Drives 2x in price and supply usage and HK Ion Drives equivalent of standard Ion Engines and get cheaper at higher levels.

To give some consistency, it would be nice if Atomic Drives were similar to B5 Fission Engines and HK Ion Drives similar to standard Ion Engines.
You see the problem, Fission Engines in the B5 mod are not only equivalents of standard Ion Engines in performance but also cheaper in price.
That's probably because in that mod Standard engines are still avaiable and they needed a reason to make them worh using, but would you be willing to change / let me change this detail?
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  #125  
Old February 1st, 2002, 03:19 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

If No One did Star Trek right now I'll add some ideas. (This is for Federation)

Weapons:

Pulse Phasers: Meson BLasters with about 5X damage but crippled accuracy.

Phasers: Anti-Proton Beams with No damage loss with distance.

Photon Torpedoes: Anti-Matter torpedoes with added range and damage.

Quantum Torpedoes: Added range.

Tri-phasic Torpedoes: 2X the quantum torp damage.

Tricobalt devices: 1.5X damage of the QTorp but heavily crippled fire rate and range.

Armor & Shield:

Ablative Armor: Crystaline armor with slight added damage resistance but no shield energy.

Metaphasic shields: Phased shielding with slightly added strength and slight recharge rate.

Ship Systems:

Transporters: Serves as Mine Bay, Satelite Bay and cargo bay with storage area of 50 Kt and can load cargo from ships and planets 1 sector away.

Tractor Beam: Can be used to tractor all spaceborn made crafts to range 1 from the ship.

Replicators: Able to repair damaged/crippled ship in space without the help of space yards or rapair bays, Only effective for engines, weapons and command. Engines recieve half of the storage capability, weapons only 75% effective than original. Half of supplies are used for replication of needed materials. Requires Engineerings.

Warp Core: Quantum Reactor but this generates supplies up to 80% of the original supply capabilities rather than make it limitless.

Computer Core: 1 more movement added to engines. 80% accuracy in weapons. 2 range boost to all scanners inside ship. Size should be ridiculously large to compensate for the tremendous bonuses.

EPS Conduits: 30 Extra shiled strength. Decreased hull strength due to the volatility of the conduit.

Shuttle Bay: Serves as fighter bay but if engineerings is installed, can build fighters ONLY for 50% extra build time rate.

Engineerings: adds ability to repair and build craft without the help of repair bays and space yards.

Deflector Array: Can enter harmful sectors, warp gates, and systems with half the consequences Except black holes. In Black Holes Deflector array can help hold the shields together.

Holodeck: Increased Crew Experience.

Security: Doubles as Boarding party and Security Stations but half the effectiveness of both.

Scanners:

Scanner Array: Long range scanners with boosted range.

Command:

Battle Bridge: Auxillary controls but with added size.

Captain's Yacht: extra 10% combat bonus to ship.

Engines:

Ramscoop: Generates 50 supplies for every storm or sun. Adds 75 supplies to the generation of supplies if Warp core is installed.

Impulse drives: Jacketed-Photon engines with extra supplies capabilities and extra movement bonus.

Nacelles: Adds movement bonus. (Size should be large)

Ship Classes:

Escort: Scout
Frigate: Nova Class
Destroyer: Defiant Class
Light Cruiser: Sabre Class
Cruiser: Intrepid Class
Heavy Cruiser: Akira Class
Battle Cruiser: Sovereign Class
Dreadnought: Galaxy Class

Space Station: Drydock/Regula Starbase
Battle Station: Spacedock
Star Base/Base Ship: Deep Space 9

Light Carrier: Curry Class
Carrier: Yeager Class
Heavy Carrier: Akira Class

Light Fighter: Class 9 shuttle
Fighter: Delta Flyer
Heavy Fighter: Danube Class

Sattlelite: Midas Array

Drone: Genesis Device

Weapons platform: Phaser Turrets

Race Emblem: Federation Combadge Late 24th century
Race Picture: Federation Combadge
Human
Race Flag: UFP Flag

Structures:
Starfleet Academy: Doubles as a ship training facility and Fleet training facility.
Starfleet Command: Extra combat bonuses for every ship fighting in the system.
Starfleet Communications: Extra 10% experience for fleets. Extra 10% combat bonuses for satellites.

Well thats it...
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  #126  
Old February 1st, 2002, 04:28 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
What's the difference between Increase Reload Time (Mental Flailer) and Disrupt Reload Time (Energy Dampener).
At a guess, either nothing, or:
Increase reload stacks over multiple hits, disrupt does not.
...just a guess.

Re: Trek shields & armor.
I reccommend making both the shield and armor components like the B5 armor mentioned in the other thread. The shields should have a moderately powerful crystalline effect, allowing breaches on most hits, and weakening as the armor & shield emitters are stripped away by damage.

I'll whip up some example components for you guys...
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  #127  
Old February 1st, 2002, 04:32 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

TerranC,

Nice ideas. Looks like the Feds will be fun to play. The only thing I can think to add would be Dilithium Crystals. A very small component that is ultra expensive in radioactives. Somehow this should make the ships faster (move bonus? Emergency speed?)


Some comments on your many many ideas:
quote:
Ablative Armor: Crystaline armor with slight added damage resistance but no shield energy.

Metaphasic shields: Phased shielding with slightly added strength and slight recharge rate.


I'd guess they would have vanilla shields prior to metaphasic shields in the tech tree.

quote:
Transporters: Serves as Mine Bay, Satelite Bay and cargo bay with storage area of 50 Kt and can load cargo from ships and planets 1 sector away.


You can do that!


quote:
Replicators... Only effective for engines, weapons and command. Engines recieve half of the storage capability, weapons only 75% effective than original.


Is it possible to specify which components are repairable? Is it possible to repair weapons partially (only 75% effective)? Perhaps have the Replicators repair just one or two components (see organic armor I think) but use a ton of supplies.

quote:
Warp Core: Quantum Reactor but this generates supplies up to 80% of the original supply capabilities rather than make it limitless.


I'm guessing that 80% is for the advanced Version. Maybe the early Versions of the Warp Core would have a lower %?

quote:
EPS Conduits: 30 Extra shiled strength. Decreased hull strength due to the volatility of the conduit.


Very cool. I like the idea of the fragile hull strength... very accurate I think to the Star Trek realm. ONce the shields are down.. yur ded!
Super vulnerability to shield bypassing weapons, which I think is just fine I'd guess that this would be an integrated component (ie. type of hull) rather than the plug-n-play type of component.

quote:
Holodeck: Increased Crew Experience.


I'd just suggest making this an energy expensive component to make, and that it would gobble up supplies like crazy.


quote:
Ramscoop: Generates 50 supplies for every storm or sun. Adds 75 supplies to the generation of supplies if Warp core is installed.


Very nice. I'm not sure you can set supply generation per storm, but a great idea!


quote:
Nacelles: Adds movement bonus. (Size should be large)


I always thought of Nacelles as just the plating that shielded the warp engines... sort of a "don't cook the crew" structure.


I love the ideas, and please just take my yammerings as constructive discussion. If you can make these techs, components and ship types happen, I guarantee I'll play the Feds.

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  #128  
Old February 1st, 2002, 05:16 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

TerranC: You've got some good ideas, but no implementation experience. For starters, read the ability.txt .

- The tri-cobalt you describe would never be used. Make it 7x the damage, same size launcher, but one shot per combat, and there will be some use for it.
- All the "one sector away" things will never happen, and you can't tractor you own ships. however, the multifunction abilities can easily be done.
- Also, stay away from any construction ability on minor components. You can only have one per ship, and will be able to build full size ships, not just units.
- Repairs are always perfect. Components are all or nothing in SE4. Anything you can build can be repaired anywhere, except for emergency propulsion & supplies, which are hardcoded to require a full-fledged space yard.
- For the warp core, I would suggest letting it store a year's worth of supplies, rather than generating supplies. Describe it a package deal with some antimatter pods .
- Computer: everything but the +2 is possible.
- EPS: can't reduce hull strength unless you give it negative hitpoints, and Last I checked, SE4 chokes on stuff like that. Try this one out yourself with the latest Version
-Shuttle bay & engineering: spaceyard dealy as above.
- Deflector: harsh reality time.
- Holodeck: that ability would spread to other ships in the same sector, unless you mean a fixed, one-time boost. In that case, make it a 3% bonus for to-hit offense & defense.

Mostly great stuff, I just had to point out the problematic points. Very impressive overall.


+++++++++++++++

These should be a good start for the trek defenses:
Obviously, shield tech should be cheaper/faster improvement than armor tech.
Also, note that having lots of trek shields does not make you invincible. Once the initial 100% resistance is worn down and the crystalline starts to kick in, then the shields only block 50% of the damage. This then rapidly decays to zero as the generators get smashed for being "armor".

Name := Ablative Armor I
Description := A multi-layered material designed to selectively vaporize during weapon impacts, carrying energy away from the hull.
Pic Num := 211
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := All
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 5301
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 0
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is hit before most other components.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None

Name := Trek Shield Generator I
Description := Generates an intense, but localized gravitational distortion, disrupting incoming weapons fire.
Pic Num := 211
Tonnage Space Taken := 10
Tonnage Structure := 25
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := All
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 5401
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 0
Number of Abilities := 4
Ability 1 Type := Shield Generation
Ability 1 Descr := Can withstand upto 50 ADU before weakening.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := Can withstand upto 20 ADU impacts without significant damage.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Shield Regeneration
Ability 3 Descr :=
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0
Ability 4 Type := Armor
Ability 4 Descr :=
Ability 4 Val 1 := 0
Ability 4 Val 2 := 0
Weapon Type := None

Edit for clarity.

[ 01 February 2002: Message edited by: suicide_junkie ]

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  #129  
Old February 1st, 2002, 06:35 AM

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

Hey TerranC good to see your enthusiasm and someone thinking about the Star Trek part.
Some things:
*Think of wich of these technologies should be shared with other star trek races.
*Be careful with balance!!! All what you're suggesting looks super-powerful. It doesn't need to be better to be worth researching since they will not have access to standard techs. Most technologies should be custom variations with their own advantages and disadvantages.
*You don't have to copy the engines+emergency pods model I suggested for starwars. Star Trek ships are fast both in strategic and in combat. Or you were refering to the mov bonus ability used in engines and solar sails?
*I already made a set of custom ship sizes for the federation. Note that tonnage of some ships is scaled because they were too big or too small. Please revise it and suggest changes/more sizes. I'll update my trek shipset to match with not included pics for those sizes later (or allow someone else to do it for me).
http://se4kdy.cyberwars.com/files/sc...ci-ficross.zip

[ 01 February 2002: Message edited by: Andrés Lescano ]

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  #130  
Old February 1st, 2002, 04:21 PM

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

Andres:

You mentioned using the Assault Shuttles to capture ships, can you put boarding parties on fighter class ships? I know you can't do cargo (had tried that). I thought I tried this in the B5 mod (made a breaching pod class fighter) and it didn't work correctly.
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