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March 24th, 2005, 10:15 AM
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Corporal
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Join Date: Feb 2005
Location: In my interdimensionnal base
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Re: Ideas for new Star Wars mod
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Imperator Fyron said:
Quote:
Urendi Maleldil said:
The only problem is the standard armor has to be leaky. It's a small tradeoff, but I really like the stock armor.
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Stock "magic wall" armor is extremely boring. It prevents a lot of randomness in combat, which I think is a bad thing.
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The main problem of leaky armor is that it ADD a lot of random, wich I think is a bad thing. I have a lot a chance, and often I win Adamant game against my friend (not PBW) out of chance - that's why leaky armor is not that intersting for me.
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March 24th, 2005, 11:16 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Ideas for new Star Wars mod
A good armor system will incorporate both leaky and standard armor. Leaky armors to give the best hitpoint/kT ratios, with a standard armor providing essentially a hitpoint/kT but the hit first ability. This allows a typical design to handle a modest hit or two before internals become vulnerable.
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March 24th, 2005, 02:23 AM
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Sergeant
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Join Date: Dec 2002
Location: Denver, CO USA
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Re: Ideas for new Star Wars mod
The ImageMod now has 366 Star Wars facilities for you to use.
Having both Star Trek and Star Wars mods for the same great game is a sci-fi fan's dream come true.
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March 23rd, 2005, 06:09 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Ray/Particle Shields
!!! I just figured out how to simulate Particle and Ray Shields:
Matter Weaps -- Skip Shields
Energy Weaps -- Skip Armor
Particle Shields -- Emissive Armor Ability
(blocks Matter Weaps, but not Energy Weaps)
Ray Shields -- Standard Shlds
(blocks Energy Weaps, but not Matter Weaps)
Standard Armor is leaky
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March 23rd, 2005, 06:12 PM
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Major General
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Join Date: Nov 2004
Location: Floating in space.
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Re: Ray/Particle Shields
That is almost what I said... Shields prevent energy weapons, armor prevents physical weapons...
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March 24th, 2005, 09:39 AM
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Major General
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Join Date: Jan 2005
Location: In your mind.
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Re: Ideas for new Star Wars mod
Armor won't work on troops, so your idea of Bounty Hunters/AT-STs/etc get damaged first won't work.
Ion Cannons are not simply anti-electronics weapons, for as far as I know they're just heavy weapons that can be mounted on fighters.
http://www.starwars.com/databank/organization/ for a LOT of other troop types.....
The same Databank has a lot of info on the Yuuzhan Vong, they use a lot of organic technology. Also, the Databank has enough info to keep you modding for months.
You could create Neutral races like the Naboo, Gungans (yes in the Expanded Universe it is said they made the leap to space), Mon Calamari, Bothans et cetera.
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March 24th, 2005, 09:52 AM
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Major General
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Join Date: Nov 2004
Location: Floating in space.
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Re: Ideas for new Star Wars mod
Ion cannons disable all the systems of a ship for a few seconds. When Hoth's ion cannon hit the star destroyer, this disabled all of the systems, including engines, weapons, and life support. However, all of those systems come back after a while. Ion cannons could be on a large weapon platform, have a high reload rate of about 3-5, and have disrupt reload times. The cannon would delay a ship from firing all of its weapons by an additional 5-10 combat turns.
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March 24th, 2005, 10:00 AM
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Major General
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Join Date: Jan 2005
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Re: Ideas for new Star Wars mod
OK so I was wrong.....
Perhaps multiple types (i.e. races) of bounty hunters. The Empire can build BHs of races such-and-such, the Rebels can use such-and-such, the Trade Federation such-and-such.....
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March 25th, 2005, 04:41 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Ideas for new Star Wars mod
Quote:
Strategia_In_Ultima said:
Perhaps multiple types (i.e. races) of bounty hunters. The Empire can build BHs of races such-and-such, the Rebels can use such-and-such, the Trade Federation such-and-such.....
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That would be fine, but one of the things I dislike about a lot of Mods is duplicate techs: several different techs that do exactly the same thing, but are called something different. This mod will have no duplicate techs.
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March 29th, 2005, 04:39 AM
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Major General
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Join Date: Jan 2005
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Re: Ideas for new Star Wars mod
Quote:
Urendi Maleldil said:
Quote:
Strategia_In_Ultima said:
Perhaps multiple types (i.e. races) of bounty hunters. The Empire can build BHs of races such-and-such, the Rebels can use such-and-such, the Trade Federation such-and-such.....
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That would be fine, but one of the things I dislike about a lot of Mods is duplicate techs: several different techs that do exactly the same thing, but are called something different. This mod will have no duplicate techs.
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That's what I mean; the Empire uses, say, robot BHs which are rather large and don't posess that much attack power but who have better resistance and cost less, while the Rebel Bothans cost more and are easier to kill, but are smaller and have a better attack. You could make one Bounty Hunter tech, and then use racial techs (Rebel, Empire, Trade Federation etc.) to specify the type of bounty hunter(s) you can use, like P&Ns techs, where Research gives three types of research centers but where the Normal/Pirate/Nomad racial techs specify which version you can use.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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