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  #21  
Old March 24th, 2005, 10:15 AM

Frederick_d_Ohlmann Frederick_d_Ohlmann is offline
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Default 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.
Stock "magic wall" armor is extremely boring. It prevents a lot of randomness in combat, which I think is a bad thing.
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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  #22  
Old March 24th, 2005, 11:16 AM
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Default 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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  #23  
Old March 25th, 2005, 04:41 AM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Ideas for new Star Wars mod

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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.....
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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  #24  
Old March 25th, 2005, 05:35 AM
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Default Re: Ideas for new Star Wars mod

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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.....
I assume you were going to use the for troops...just make the available to everyone...or maybe you can use BH as some form of Intel Attack...

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  #25  
Old March 25th, 2005, 12:08 PM
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Default Re: Ideas for new Star Wars mod

I was thinking that some of the Jedi abilities would be Intel projects. Give everyone Counter-Intel abilities but only Jedi/Sith the ability to do intel attack projects; appropriately aligned with their goodness/badness. Jedi could have CI bonus and Sith would have CI penalty.
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  #26  
Old March 25th, 2005, 12:46 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Ideas for new Star Wars mod

Yes. The Jedi should have some strong intel projects, but I also want to use intel as a political arena that simulates the bantering that goes on in the Senate and as a way to simulate hiring Pirates, Smugglers, and Information Brokers.
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  #27  
Old March 25th, 2005, 04:02 PM
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Default Re: Ideas for new Star Wars mod

You could use SJ's active CI system. There are no stock CI projects. Instead, CI consists entirely of intelligence sabotage projects. This way, not all projects will be blocked by a magic wall and intelligence actually becomes part of the game. Expensive projects become harder to pull off, not easier. There are more chances of them being hit by an active CI project (it is in the queue for more turns), unlike the stock system, where cost is the key factor in how hard it is to defend against that project. This system will not work so well with AIs, since we have no influence over their selection of intelligence projects. An AI trait that gives the AI some standard CI projects might help them out. But for human players, it works great.

About leaky armor and randomness... You can reduce the randomness by increasing the hit points of the armor components. Randomness is definitely a major purpose of the system, however.
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  #28  
Old March 26th, 2005, 02:51 AM
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Default Re: Ideas for new Star Wars mod

I like that idea. That means blanket Counter Intel can be used to simulate something else.
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  #29  
Old March 29th, 2005, 04:39 AM
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Default Re: Ideas for new Star Wars mod

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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.....
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.
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.
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  #30  
Old March 30th, 2005, 08:41 PM
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Default Re: Ideas for new Star Wars mod

Here's the list of races that will be in the mod right now:

Old Republic
Separatists
Galactic Empire
Rebel Alliance
New Rupublic
Imperial Remnant
Ssi-Ruuk
Yuuzhan Vong

I want to add at least two more, but I don't know enough about the Extended Universe to decide what ones would be best.

Here are some races I've heard about, but don't know anything about:

Hapans
Black Sun
Hutt Syndicate
Sith
Yevethan
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