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  #21  
Old November 14th, 2001, 01:05 AM
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Default Re: Babylon 5 Mod

quote:
Missiles-
-Small & Large missile types
-Fusion
-Nuclear
So, small & large chemical warheads (chemical = C4 style blam, not poison).
Then fission warheads, then fusion warheads, then maybe antimatter warheads.
'Cause nuclear includes Fusion, you know .

--------------------

Just to clarify something, atomannj:
What do you mean by shields?

Nothing like original SE4, I hope.

"Electromagnetic Defenses" would be ECM
"Gravimetric Defense Grid" would be a crystalline effect (subtract damage by slowing the projectile)
Shadow ships' defenses are probably best modeled by a large emmissive armor ability (if it ever gets fixed), or crystalline in the meantime.

----------------------

There are more than enough ways to make defenses that don't require a shield to be worn down before the ship is damaged.

1) Defense % bonus. (ECM style)
- lots of varieties possible, most included in standard SE4, but they could be beefed up and spread out in the tech tree

2) Classic armor.
- I'd reccommend making beam weapons skip armor, since they put a tiny hole in the armor, then gut your ship
- Kinetic and plasma weapons can be non-armor skipping, since they just bLast the surface of the ship to bits.

3) Emissive armor.
- unfortunately, this ability has not been fixed, but the effect can be modeled using the crystalline armor ability.
- Be sure to make it a "one-per-vehicle" thing, or your players will build invulnerable ships
- great for ships like the shadows, who can absorb one solid hit for an unlimited time, but is wiped out by any more than that.
Given the crytalline ability, and the minimum required shield points to support that crys ability, it will work great, ignoring weak hits.

4) Internal "armor"
- by making tough, but inert components, you can simulate a B5 type armor.
In this case, most shots do some internal damage, but not the full amount. The more armor added, the smaller the chance that an internal component will be lost.
In order to punch through all that armor, beam weapons simply do LOTS of damage.
A ship peppered by small hits will occasionally lose a critical component, and it could happen at any time.
A beam weapon would slice off perhaps 1/6th of the ship, depending on size, instantly crippling the ship.

5) Organic Armor.
- As seen in SE4, also potential use combined with another type of armor

6) Organic internals.
- make all components (not armor) regenerate, but keep the values very small (zero or one for most).
-When designing a ship, place components in the order you wish your damage control teams to work. eg: bridge first, then one weapon, then sensors, then one lifesupport, then point-defense...
The organic regen will happen in that order.
- make Damage Control Team component, with a large value for OA.
- a cruiser with DCTs for 30 OA regen per turn can repair three minor (10 hitpoint)components per turn (Eg. emergency patch an atmosphere leak (lifesupport component)), or can fix a light weapon in 3 combat turns (90 hitpoints).
All values are subject to scaling!

---------------------

From what I've seen of B5, everybody maxes out on type 1 defenses. Mainly, since once you are hit, you are dead meat.
Type 6 is pretty weak for most ships, but does occur according to plot Ships which are holed early, and then given lots of time alone could jury-rig a gun to fire potshots, for example.
Type 4 armor is good, since fighters can pop lots of shots into the big ships to wear them down, and the big ships can slice each other in two. Also, there is a little bit of Type 3 in every armor. The old ships have very low amounts, but they can stop small arms without suffering significant damage. The older races have moderate ability values, and the shadows & vorlons have lots.
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  #22  
Old November 16th, 2001, 04:57 PM

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Default Re: Babylon 5 Mod

SJ has a lot of good points that should get the tech going in the right direction. I also agree with the assessment on B5 and shields.

Just for fun, I tossed all the B5 systems into a SystemNames.txt file - the same systems from the map posted earlier. I also added the EmpireTypes and Names and added some default Colony and Design types. This was all to add to the feel of the eventual B5 mod.

Enjoy

[This message has been edited by Val (edited 16 November 2001).]

[This message has been edited by Val (edited 17 November 2001).]

[This message has been edited by Val (edited 17 November 2001).]
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  #23  
Old November 17th, 2001, 03:32 AM
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Default Re: Babylon 5 Mod

A good friend just sent me a couple of B5W books. As depressing as it may be, JMS likes AoG, so I guess I'll give AoG's Version of the Hyach a try.
--
TAZ

Here's the current Version:

http://zircher.iwarp.com/fots_3d/images/hyach_test2.jpg

Yea or nay, comments?

[This message has been edited by zircher (edited 17 November 2001).]
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  #24  
Old November 21st, 2001, 07:53 AM
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Default Re: Babylon 5 Mod

Updated fleet sheet for the Hyach, over the half way point in the models department.
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  #25  
Old November 21st, 2001, 08:05 AM

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Default Re: Babylon 5 Mod

nice zircher. i think i see some parts in there from doga
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  #26  
Old November 21st, 2001, 06:56 PM

tesco samoa tesco samoa is offline
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Default Re: Babylon 5 Mod

Correct me if I am wrong

but wasn't it just the Centauri who used Mass Drivers.

( Loved that esp. )

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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #27  
Old November 21st, 2001, 08:04 PM
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Default Re: Babylon 5 Mod

Everyone had massdrivers, just nobody would use them because it was such a devestating weapon.
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  #28  
Old November 21st, 2001, 08:31 PM

tesco samoa tesco samoa is offline
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Default Re: Babylon 5 Mod

Was this link ever mentioned
http://www.tp2b.de

Mass drivers use asteroids freely available in space, accelerated and
fired into a planetary atmosphere.

Very cool weapon. I think I would limit it to just the centari. For show to game sake

http://www.alphaomega.fr/contenu/car...extall/ext.htm

has a nice list of events for the bab5 universe.

IF you want to follow the french (in the other parts of this site)just go to this site http://www.rahul.net/lai/temain.html and pick your engine if you cannot read fr.

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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #29  
Old November 21st, 2001, 08:32 PM

tesco samoa tesco samoa is offline
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Default Re: Babylon 5 Mod

http://b5.sdvc.uwyo.edu/bab5/b5-m.html

another bab5 link. sound files.

Yea I know. Every BAB5 geek flocked to SE.

So to the 20 of us.

We found our home.

HAHHAHA

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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #30  
Old November 21st, 2001, 10:04 PM
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Default Re: Babylon 5 Mod

quote:
Originally posted by tesco samoa:
Correct me if I am wrong but wasn't it just the Centauri who used Mass Drivers.
( Loved that esp. )



Yes they do (if you're referring to the Hyach vessels, they are keen on big spinal lasers.)

In the FOTS:B5 game that play, the Gaim will be landing troops on Narn next turn. I plan on using them as forward observers so I (the Centauri player) can go bunker busting with mass drivers. Easy as shooting Narns in a pit... ;-)
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