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  #5001  
Old April 6th, 2008, 01:10 PM
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Default Re: Babylon 5 Mod

Why would the existence of shipsets affect your decision to work on a mod?

In any case, it would be a good idea to plan out the basic schemes you want to use.

- Shields:
None, of course.

- Armor:
Certainly not stocklike solid 360 armor. Directional? Leaky?

- Propulsion:
QNP, probably.
The heavy work would be in using the scripts to set up hyperspace... IE: find an unnecessary system, disconnect it from the galaxy and fill it with red storms. Then have the jump drive components teleport your ships to/from the hyperspace system.

- Shipsizes:
Perhaps a GritEcon style, where build cost = Size ^ 2, but maintenance is low.
IE: you can build little Olympus corvettes by the dozen, and fighters in hordes, but a giant Victory takes multiple years to finish.

- Weapons:
Can probably steal a lot from CB/GGmod.
Might be interesting to have the weapons not use up hull space, but instead have price be the limiting factor. Each hull would still be limited in hitpoints, so putting all your eggs in one basket won't make the basket any tougher.
It would also let you add a wide variety of guns to each ship.
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  #5002  
Old April 6th, 2008, 01:51 PM
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Default Re: Babylon 5 Mod

Well Babylon 5 without proper ships is kinda...weird. It would be missing something.

Anyways, yes, i have been thinking about a concept. I assume the mod will be heavily influenced by the original SEIV one. This means most pictures for the weapons (even at this point, excellent doga work) will be used, same will LIKELY be for reactors and armor (pictures that is).

The armor system will very likely be something where armor plating will soak up a considerable amount of damage depending upon the tech level. In addition, higher level armor will likely be able to negate certain damage (think leaky/emmisive if im not mistaken).

Due to the pure amount of weaponry (SEIV mod) i would like to realize something where players can research small and big guns and small guns would be far less effective against higher level armor (i.e. armor absorbs 15 damage (fixed value) and consumes 80 % of what is left, small weapons will do 25 damage, big guns will do 100 damage).
Im basicly thinking about "weak" pulse weapons and "strong" beam weapons.

Engines is a difficult thing. QNP is pretty obvious. I will definitly not consider adding scrips and/or hyperspace. While it my lack flavour, you will still use existing wormholes and there will be certainly be no wormhole generator on every capital ship. NO
Doing what you suggest may be possible (i dont know) but way way way too much work.


Shipsizes, i dont know. Mainenance is the key of course. I still like the "stock" system though, researching bigger hulls and fixing them via weapon/armor mounts sounds reasonable. Maybe im too attached to SE IV ?



I as well plan to play a bit with facilities. Instead of having each facility be sized 1 kT, i might do something where research facilites (aka) will be sized 2-3 kT or even 1.5 kT to make planet development a bit less of a no-brainer.
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  #5003  
Old April 6th, 2008, 02:19 PM
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Default Re: Babylon 5 Mod

Perhaps this should be moved to a new thread specific to an SE5 version of the mod, leaving this thread for the old SE4 mod?
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  #5004  
Old April 6th, 2008, 02:35 PM
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Default Re: Babylon 5 Mod

Perhaps you are right. Will you move it or should i create a new thread ? If so, where ? Here or at the official SEV boards ?
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  #5005  
Old April 7th, 2008, 03:17 AM
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Default Re: Babylon 5 Mod

Here would be great.
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