|
|
|
|
|
November 28th, 2001, 09:02 AM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Originally posted by President Elect Shang:
OK, my bad. i promise to slow down and check what I type. Just skip the type O's in the below post. Sorry about that all.
the pencil-and-paper icon lets you edit your post, you know..
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|
November 28th, 2001, 08:26 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
This list is not complete but IMHO it's a good start.
STAR WARS RACES
General SW Tech - tech open to all races (except the Vong)
--------------------------------------
Turbolaser Weapons
all of them are small, short reload
Laser Cannons (for fighters)
Turbolaser Battery
Ion Cannons (disable ships with minimal damage, makes boarding a piece of cake, but the boarded ship would be vulnerable for the rest of the battle, should do normal damage to shields and disrupt movement and fire, or maybe destroy supplies once shields are down)
Since that damage type is not possible, make it a shields only weapon.
Seekers.
Most of the time used against fighters. Anti-unit seekers would be an interesting addition.
They are often fired at point blank (to avoid point defense fire) by other fighters, but in the flight simulators I've seen long range shots and capital ships fire them too.
They carry thermonuclear explosives, what makes them theoretically not as strong as a matter-antimatter explosives.
Concussion missile - very fast and light, specially suited against small fast fighters
Proton Torpedo - heavier general purpose seeker
Heavy Rocker - heavy damage low long reload slow seeker, only good against slow bad point defended capital ships
Heavy Bomb - heavy Version of the rocket, easy to outrun but should destroy a medium ship with 1 shot
Hyperdrives (strong mov pods)
Shields and Planetary Shields
Galactic Empire
-------------------------------
Superlaser (very big, massive damage, very long reload time but not 30, it should fire several times during a combat, also destroys planets)
Big and slow capital ships (semi-carriers?)
Death Star
TIE Fighters (small and cheap, but fast fighters)
Rebel Alliance
-------------------------------
Big (but not as big as imperial) and slow capital ships.
Bigger fighters.
Trade Federation
-------------------------------
Massive Transformed Transports ships.
Droid Fighters (small cheap and fast, but with lower accuracy/defense bonuses. Use some kind of master computer instead of cockpit/life support)
Yuuzhan Vong
-------------------------------
Many big ships up to the size of the Death Star
They abhor any kind of non-organic tech. They should not have any of the standard techs, but have organic equivalents for most of them.
Some of them are:
Dovin Basals (gravitational manipulating creatures) engine + shields, and at higher levels some stellar manipulation e.g. planet destroyers
Yammosk - Sector Combat Bonus, Neural Net
Volcano Cannons (organic Plasma cannons)
Biologic Solar Sails
Shapers - slow build / fast repair space yard comp
Shipwomb Facility
STAR TREK RACES (According to Warp9)
-------------------------------
FEDERATION
Phasers
Torpedoes
Matter Replicator
Warp Core
ROMULAN
Disruptors
Torpedoes
Quantum Singularity Drive
FERENGI
Shield Depleters?
Engine Overload?
BORG
Cutting Beam
Borg Boarding Parties
Borg Armor
Borg Shields
Nanoprobes
Transwarp
8472
Organic
Plagues
Planet Killers
KLINGON
Disruptors
Torpedoes
CARDASSIAN
Phasers
Torpedoes
DOMINON
Disruptors
Phasers
Torpedoes
BABYLON 5 RACES (Originally posted by atomannj)
-------------------------------
General Tech - tech open to all races
--------------------------------------
Laser Weapons-
-Light Laser cannons (long reload, strong)
-Heavy Laser cannons (Long reload, very strong)
-Lite/Heavy pulse lasers (to hit bonus)
-L/H particle lasers (quicker reload)
Missiles-
-Small & Large missile types
-Fusion
-Nuclear
Planetary Bombardment
-Mass drivers (Political backlash penalty)
Plasma (armor penetration)
-torpedo
-cannons (long reload)
Anti-matter
-cannon
Earth Alliance
-------------------------------
Shields
-Defense Grid Energy Projectors (weak d
Projectile
-Railguns (long range)
Centauri
---------------------------------
Particle
-Twin Particle arrays (to hit bonus)
Ion
-Ion Cannons
-Gravimetric Defense Grid
Narn
---------------------------------
-Energy Mine (fighter defense, small, to hit bonus)
Defense shield
-Electromagnetic Defenses
Minbari
-----------------------------------
Gravitic
-Gravitic Neutron Cannons (shield piercing, long reload)
-Gravitic Fusion Beam Cannons (shield piercing)
Neutron
-Cannons (shield piercing)
-Minbari Stealth Device
-Defense Shield Grid
Shadows
---------------------------------
Slicer Beams (shield piercing, armor piercing)
Jump Point Disrupter
Bio-Organic armored hull
Shadow Shields (phased shields)
Tractor Beams
Phased Hyperspace Cloaking Dev
Death Cloud
Vorlon
----------------------------------
Vorlon Shields (phased shields)
Tractor Beams
Vorlon Sensor Jammers
Super Death Ray (planet destroying)
Death Ray Cannons (high damage,sp,ap,long reload)
Flame Beams (shield piercing)
Lightning Guns (armor piercing)
|
November 28th, 2001, 08:50 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: BABYLON 5 RACES
...
Shields-
Ack! No! Please don't ruin B5 with shields!
See B5 mod (about halfway down the page by now)
I'd still really like to make the SF universes merge as civilization "ages". In order to keep it balanced for play vs other ages, try balancing it by maintenance.
(EG: B5 ships are very low maintenance/ cheap to build, so you can throw lots of 'em at the shielded ships from the other universes (Just imagine how many ships B5's humans could field if they had 30 fully developed worlds(as you might find in an SE4 game), compared to how many ISD's the SW empire could support given only 30 worlds, not the entire galaxy))
__________________
Things you want:
|
November 29th, 2001, 02:18 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
And I still don’t like your ages ideas.
I don’t want to start like present Earth, evolve into B5 Earth Alliance, then into the trek Federation, and then into the sw Empire, then somehow mutate into the Yuuzhan Vong , to finally evolve into the Vorlon to end up being Q!
Do you like this ages order?
What I want to do, and think most of the others want is play any of those races and fight against the others.
Your point about B5 lack of shields is well seen. It will be harder to balance that with armor and lower costs, but it’s possible.
I just copied the first post, but I read the others.
|
November 29th, 2001, 03:21 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
It dosen't have to be ages, it could be racial techs (or even both). Just disallow the "ages" tech tree, and enable "B5","ST","SW", etc tech trees during game setup.
Please don't homogenize all of the SF universes.
In regards to B5 ships, their weapons are decently powerful, probably within an order of magnitude of Trek. Putting ten B5 capital ship beams into a Galaxy class ship should breach the shields pretty quick, and they could win (with heavy casualties, though)
I'd image the fight to be like a BattleMoon vs 20 DNs, or a bunch of frigates against a baseship.
A completely valid way to fight a war.
In terms of population & morale, B5 races are used to grinding, high-casualty warfare. Trek races would be more sensitive to losses, but have fewer, larger ships, and thus fewer losses to get upset about. Giving a reduced unhappiness from ship losses to B5 races would be a good idea.
__________________
Things you want:
|
November 29th, 2001, 04:46 AM
|
|
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Now this is exactly what I am trying to do with my mod? Send me the raw data. I only work three days with four off so I have the time to sort it out and turn it back for testing.
The idea of a racial ability allowing access to say the Star Trek tech tree is how I planned to tackle the problem. Evolving into an ages idea is just not the way to attack this.
Ok phoenix-D has brought up the point that I was missing this thread all together. So someone else is also working on this idea. I will work hand-in-hand with him if he would like the aid. I got the tech ideas from lower in this thread, now how about ship sizes for the deferent players involved. Star Wars, Bab5, and Star Trek?
[ 29 November 2001: Message edited by: President Elect Shang ]
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
|
November 29th, 2001, 05:01 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
This is what we were thinking about. Maybe even 2 racial traits, one general for each sci-fi and one for some races.
For example you may need to select the "General Star Trek" + the "Federation" racial traits.
|
November 29th, 2001, 05:05 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The raw data, and particulary the balance between the different origin races is what we're trying to agree with.
|
November 29th, 2001, 05:59 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Look at what I found!
http://www.red-jack.com/~sfbtng/indexbtw.html
Now all we need is to find a way to convert all that to SE4 and revise it carefully.
|
November 29th, 2001, 07:53 AM
|
|
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Ha, Ha. Now that is what I am talking about! I need help with the ship sizes. If I could make heads or tails out of the website than I would have say that each race will need its own ship sizes. I have no problems creating that, however I do need to get the hull range down. Good job Andres! Now who is going to get that part covered?
I also agree with you on the multi-qualifications (traits). Some will need it so here is my idea, just an example.
1) Star Wars (cost 1000)
a) Rebals (Cost 1000)
b) Empire (Cost 1000)
c) Sith (Cost 1000)
See where I am going here? This can be done for everyone. Taking the Category trait (ie Star Wars) will give you access to the general techs. Taking the specialized trait (ie Rebals) will give you access the that specialzed tech tree. And the bonus is: anyone who wants a real challenge can take two general traits and try to win with the handicap. They will still have some techs and weapons but will lack having the really good stuff!
What thinks thou now!
[ 29 November 2001: Message edited by: President Elect Shang ]
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|