|
|
|
|
|
October 18th, 2004, 04:58 PM
|
Corporal
|
|
Join Date: Sep 2003
Location: London, UK
Posts: 134
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (0.15.00 Release
Well I have always thought of Psychoportation meaning that the race is able to move themselves or nearby items a 'short' distance via teleportation rather than telekinesis-like movement.
So in that vein maybe give new fighter hulls (or possibly more easily, specialised cockpits) that give defence bonuses (hops out of the previous intercept trajectory), and maybe upgraded seekers with slightly greater damage resistance to simulate this as well. Maybe increased unit deployment components (they just 'move' the units outside). Maybe even let the bridge gave multiple unit type deployment (1 unit/turn), who needs bays when you can teleport items off your ship!
Ohhh what about a new point defence component type called...
'Intercept Blink Bomb' range 1, high damage, okish accuracy (living judgment), small (just bombs and an adept), with a per ship limit to prevent abuse (to many interfear with each other?).
Hmmm not sure about new facilities though.
*** end random stream of consciousness/insane ramblings ***
__________________
Xeno.
A Pessimist is just an Optimistic Realist.
|
October 18th, 2004, 05:24 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (0.15.00 Release
That was the idea behind the movement bonus for the fighters; the psion would be able to make the fighter teleport a short distance periodically.
|
October 18th, 2004, 09:15 PM
|
|
Sergeant
|
|
Join Date: Jan 2004
Posts: 203
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (0.15.00 Release
I like the sound of not needing bays to launch units. It would make a race capable of doing it unique, provided it isn't too powerful. Or possibly even just increasing the number of units that bays could launch would work, though it would be less exciting.
As for facilities, I suppose you could combine the nexus with a more common facilty or something. Teleporting resources about the empire with out the need for a nexus fits the theme. Eh, Maybe.
__________________
"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
|
October 19th, 2004, 11:33 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (0.15.00 Release
Quote:
CovertJaguar said in another thread:
Hey, Fyron I got to thinking if I could actually help you out with pics, so I dug out my 3D rendering software and gave it a try. What do you think, you want more? A magic bridge pic is attached.
|
Not bad, but Magic "bridges" require a set of chairs that spellcasters sit in, providing magic power to control and direct the ship.
|
October 19th, 2004, 12:00 PM
|
|
Sergeant
|
|
Join Date: Jan 2004
Posts: 203
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (0.15.00 Release
lol, you can only fit so much in 128 x 128 pic, and besides chairs are boring inactive things. Although the more sugggestions you give me the better things will look.
__________________
"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
|
October 19th, 2004, 01:01 PM
|
|
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
Re: Adamant Mod Discussion Thread (0.15.00 Release
I think pirates and nomads need ALOT of tweaking or rather improvements. Things, that make playing with those traits interesting.
For pirates, consider adding low-tech or inexpensive cloaking devices. Maybe even a component to create low level local storms with cloaking ability. Consider adding special weapons like tractor beams or shield depleting weapons. Weapons with destroy security stations only would be a good idea, too.
That are my suggestions for pirates.
About nomads...Maybe add a another base size, a small one, to resemble some kind of base-city, basicly a station to show where nomads live. More efficient remote miners are a MUST, maybe make components which decrease maintaince, have a increased output or low costs. Nomads should be able to move things more easily, so think about adding some kind of small transport which can hold only 200kT of cargo but has a very low EpM setting to resemble fast freighters.
Thats it for now, hope you like my suggestions !
|
October 19th, 2004, 01:50 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (0.15.00 Release
Quote:
Ragnarok-X said:
I think pirates and nomads need ALOT of tweaking or rather improvements. Things, that make playing with those traits interesting.
|
Hmm... playing with them seems to be rather interesting already, but improvements couldn't hurt.
Quote:
For pirates, consider adding low-tech or inexpensive cloaking devices. Maybe even a component to create low level local storms with cloaking ability. Consider adding special weapons like tractor beams or shield depleting weapons. Weapons with destroy security stations only would be a good idea, too.
That are my suggestions for pirates.
|
Civilian cruisers and freighters have super cloaking (always undetectable), in addition to good maintenance reduction. Perhaps a small, one shot per battle security-station destroying component, to aide those cruisers in boarding heavily defended ships?
Quote:
More efficient remote miners are a MUST, maybe make components which decrease maintaince, have a increased output or low costs.
|
I don't see how I could make them more efficient than 1% maintenance rates? Add an Ultra-Recycler Node to your remote mining ships.
Quote:
About nomads...Maybe add a another base size, a small one, to resemble some kind of base-city, basicly a station to show where nomads live. More efficient remote miners are a MUST, maybe make components which decrease maintaince, have a increased output or low costs. Nomads should be able to move things more easily, so think about adding some kind of small transport which can hold only 200kT of cargo but has a very low EpM setting to resemble fast freighters.
|
What would this base city do, specifically? What purpose would it serve that can not be fulfilled by the space station hull?
|
October 19th, 2004, 01:52 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (0.15.00 Release
Quote:
CovertJaguar said:
lol, you can only fit so much in 128 x 128 pic, and besides chairs are boring inactive things. Although the more sugggestions you give me the better things will look.
|
Not for Spelljammers. The "Helm" is what channels magic power from a spellcaster to the ship, thus enabling control of it. The "Helm" is really a set of chairs that the spellcaster(s) sit in. The sailing ship steering wheel is good, it just needs more of a Spelljammer feel, chair and all. Additionally, two Versions are needed, the "Major" and "Minor" helms (think combat bridge and civilian ship bridge equivalents).
|
October 19th, 2004, 02:12 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (0.15.00 Release
And for a third post in a row... Adamant Mod 0.15.01 is released! This patch simply adds the missing Research and Covert Ops Teams components for Organic and Magic Nomads:
Adamant Mod 0.15.01 Data
Extract it into the root SE4 directory and it will install itself over your current Adamant Mod 0.15.00 installation.
|
October 19th, 2004, 02:17 PM
|
|
Major
|
|
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (0.15.00 Release
Hey, what about ultra-recycler node for research lab bases? Can I fit this comp to them now?
|
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
|
|
|
|
|