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  #371  
Old March 5th, 2002, 05:19 PM

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Default Re: Babylon 5 Mod

Now the real question to everyone:

Since the OA does not work in SE IV 1.49 do we keep on course 'as is' or do we just start aiming toward gold? Also, the x10 factor will make this mod even MORE incompatable with the sci-fi x-over.
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  #372  
Old March 5th, 2002, 06:07 PM
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Default Re: Babylon 5 Mod

We can just go on as is for now.

Once we want to go Gold, it won't be too hard to 10x the stuff.

Also, the crossover dosen't have to have the exact same B5 stuff. This should be a relatively minor effect in combat, though a very cool one, and it wouldn't upset the game balance.
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  #373  
Old March 5th, 2002, 08:20 PM

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Default Re: Babylon 5 Mod

Ok, business as usual - the weapons should be easy to identify as all Light weapons have Light in research field now.

When we do go Gold, shouldn't the Vorlon and Shadow ships be able to regen anything - since their ships are biomechanic/living organisms?
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  #374  
Old March 5th, 2002, 08:20 PM

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Default Re: Babylon 5 Mod

Ok, business as usual - the weapons should be easy to identify as all Light weapons have Light in research field now.

When we do go Gold, shouldn't the Vorlon and Shadow ships be able to regen anything - since their ships are biomechanic/living organisms?
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  #375  
Old March 5th, 2002, 08:20 PM

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Default Re: Babylon 5 Mod

Ok, business as usual - the weapons should be easy to identify as all Light weapons have Light in research field now.

When we do go Gold, shouldn't the Vorlon and Shadow ships be able to regen anything - since their ships are biomechanic/living organisms?
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  #376  
Old March 5th, 2002, 08:35 PM
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Default Re: Babylon 5 Mod

Vorlon/Shadows could regenerate almost anything outside of combat.
The in-combat repairs should be restricted to simple structures, similar to the young races, except that their regeneration is faster, and harder to disable, and the ability extends into their armor.
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  #377  
Old March 5th, 2002, 09:03 PM

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Default Re: Babylon 5 Mod

Okeydoke.

Also, fixed the Spaceports page - stupid mistake, had it referring to my C: drive for files (insert sound of hand smacking head).

At least I have the mirror looking good (under downloads).

Spaceports B5 Webpage
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  #378  
Old March 5th, 2002, 10:56 PM
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Default Re: Babylon 5 Mod

I'm just wondering if you actually have to scale everything up by a factor of ten. If only 1 pt of OA is going to be added to any given component (with the exception of repair crews) the actual OA rating probably wouldn't go over 20 (and rarely even approach it).

Most of a ships space is taken up by armor/shield generators and the biggest guns that you can cram onboard. These components, as I understand it, won't be give OA (except for Vorlon/Shadow armor). So the regen ability should be fairly self-limiting. Even with 20 small components (somewhat excessive) of 10 structure each it would take 10 turns to repair them all (longer actually, since destroyed components would not be contributing to repair until they themselves were restored). The addition of repair teams capable of adding an extra 5/10/15/whatever points to the pool (perhaps adjusted to the size of the ship, etc.) would allow a slow but steady rate of repair to key systems.

Granted, this somewhat lessens the impact of repair crews on ships (a given component may be capable of repairing another once or even twice in a combat, depending on size) but still gives them a vital role as they allow that comparatively fat weapon system to come back Online in time for a few more shots.

And all this accomplished without multiplying everything by ten.
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  #379  
Old March 5th, 2002, 11:32 PM

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Default Re: Babylon 5 Mod

I'll defer to SJ on this one - he has researched it to the point of OA Master.
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  #380  
Old March 6th, 2002, 12:55 AM
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Default Re: Babylon 5 Mod

quote:
Now that that is said, please do not go back to the previous design! While I can see that you were trying to capture the desperate feel of a drawn out space battle, this is not the way to do it. If all a ships components are set to regenerate this completly negates the concept of after battle combat damage....
This is why we were going to multiply by 10

There are 3 combat sensor packages, 3 ECM packages, 1 multiplex, 10 lifesupport/crewquaters, bridge, aux.con.
Already we've reached 19 combat-repairable components.

Repairing one component per combat turn is way too fast, especially since repair teams haven't been added to the picture yet (and don't forget the storage of points before taking damage).

We were planning on one minor component per 3 combat turns, with basic damage control teams in place.

You would have to order the components in your design by priority (since the first components added to a design tend to be the first ones to be OA healed).
If your ship was to be soundly thwacked, it should take many combat turns to restore one lifesupport, seal the air leaks in one crew quarters, and put out fires in your auxiliary control center. Alternatively, you could scrape together parts for your PDCs and a small laser if your race likes to die in a blaze of glory.
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