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  #3401  
Old August 13th, 2003, 09:33 AM
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Default Re: Babylon 5 Mod

SJ: Nice work on the armor. Would you mind putting it into text format? Thank you!

Grumbler: In my opinion nothing is set into concrete. I don't think the work that has been done so far is absolute perfect. If there is a better solution to a certain problem why not incorporate it into the mod. Again, gameplay above canon. I only argued that the B5 Wars books are a solid base from which to work.

Yeah, number 3400!! Jehaa!

Edit: Oh Grumbler, Ehh... for the release of 2.0, I don't think it be wise to make too many changes. 2.0 is delayed as it is, so I think I keep the contens I have so far and build upon that. As soon as people like the 2.0 we go and snoop out some cool changes. In the meantime, please be free to come up with some nice changes. Keep up the good work!

[ August 13, 2003, 08:36: Message edited by: Timstone ]
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  #3402  
Old August 13th, 2003, 06:12 PM
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Default Re: Babylon 5 Mod

Anything specific, or constructive criticism?

It feels like I'm modding blindly here.
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  #3403  
Old August 13th, 2003, 06:34 PM
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Default Re: Babylon 5 Mod

Well, as you know I'm not the designer of the armor components in The Mod (duh) and my knowledge is rather limited of those components. So I take your word for it that the things you've deviced are in balance with The Mod and are apropriate for each race.

Ehh... okay, I've got one question for you SJ. Why do the Mindriders have -999% to hit? Isn't that a bit too much? Afterall most of the weapons used are energy weapons and since the Mindriders are energy they should feel something. If one race should have such a to hit bonus it would be the Walkers. They travel to different dimensions, so they could maybe bring their vessels out of phase with the rest of space (one half here and one half in another dimension).

Maybe a good idea for all the members of the Triad. Give them a huge shield bonus. There are four factions; Neutrality, Chaos, Order and Combined. They can have the same armor what I'm concerned. Because Order has angelic names and uses light A LOT, maybe they can have a huge shield array in/on their armor.

A rather large edit, don't you think? Hehe...

[ August 13, 2003, 17:40: Message edited by: Timstone ]
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  #3404  
Old August 13th, 2003, 06:39 PM
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Default Re: Babylon 5 Mod

I can do the balance somewhat...
Determining whether it is appropriate to the race is another thing entirely.

How much stronger should the ancients be? Are the effects somewhat reasonable.
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  #3405  
Old August 13th, 2003, 06:41 PM
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Default Re: Babylon 5 Mod

I've edited my Last message.
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  #3406  
Old August 13th, 2003, 07:32 PM
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Default Re: Babylon 5 Mod

Energy dosen't interact with energy much at all.
You can't play starwars with flashlights and lasers.

Energy Beam weapons would just pass right through an energy creature and keep going until they hit a solid mass.

Now, I may be completely mistaken on the nature of that race, if so, please mention it.
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  #3407  
Old August 13th, 2003, 07:47 PM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by Suicide Junkie:
Energy dosen't interact with energy much at all.
I don't think I really belong in this thread, but moving electrons create magnetic fields. Energy can mess with energy, especially if the potentially disrupted energy is particularly complex (like a 'life form').

I'm not sure that even enters into the discussion but...
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  #3408  
Old August 13th, 2003, 08:17 PM
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Default Re: Babylon 5 Mod

I think that SJ is fairly accurate on this one. I think that fields can definitely mess with energy, as can mass. Perhaps the most effective weapons against an energy being would be either a magnetic field or a mass weapon (ie back to DUCs) of some sort. How you'd make those forms more effective against them and them alone would be a challenge however.

Perhaps have a really high "miss" bonus (for example SJs proposal for -999% to hit on their hulls) and then produce a Category of "anti-energy being" weapons that do very very little damage (ie. 5 to 20 points) but that have an incredibly high to hit bonus. Then give the energy beings very low structure values on all their components to make the "anti-energy being" weapons effective against them.

This does mean that the high to hit bonus will work against all ships, but the paucity of damage should make this a "non-prefered" weapon against most races. It could still be effective vs. units, so make them ship/base/planet/drone only weapon series. Additionally, some normal weapons will occassionally hit the energy beings, and do massive damage relative to their "fragile" ships. However, with a -999% to hit on their hulls, this should be pretty rare, right?

just my 2 bits

[ August 13, 2003, 19:22: Message edited by: jimbob ]
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  #3409  
Old August 13th, 2003, 08:50 PM

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Default Re: Babylon 5 Mod

However, with a -999% to hit on their hulls, this should be pretty rare, right?"

They'll hit 1% of the time. Can't go any lower.
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  #3410  
Old August 13th, 2003, 08:51 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Loser:
quote:
Originally posted by Suicide Junkie:
Energy dosen't interact with energy much at all.
I don't think I really belong in this thread, but moving electrons create magnetic fields. Energy can mess with energy, especially if the potentially disrupted energy is particularly complex (like a 'life form').

I'm not sure that even enters into the discussion but...

And a magnetic field won't affect photons without a neutron star collapse powering the field to a strength of many Billion Tesla.

Its like waves on water... if you have a wave from a boat coming and you throw pebbles into the water, the waves pass though each other, and both waves continue as if the other weren't there.
Up to the point where you start making splashes, of course.
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