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  #71  
Old December 6th, 2001, 09:17 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Make that "unit stuff" then. We could probably use fractional components on troops, especially the infantry.
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  #72  
Old December 7th, 2001, 06:55 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

suicide_junkie again, that sounds like a good idea but not what we need right now. Maybe it can have some use in your P&N mod.
I think we’ll probably add infantry since most of the races use some kind of footsoldiers, but I was thinking about something similar to the sw-mod and combined with a “handheld weapon mount”


Some races have only 1 or 2 known ships, we may need to add a few more variations.

We haven’t discussed about movement yet. Standard or newtoninan? If every race is going to have exclusive vehicle sizes and engines, every one can have a different methods if resulting movements are logic.

Now that the basic vehicle sizes are done, I’ll try to make the weapons. I didn’t crosscheck but B5 weapons in Val’s xls seem to be the same ones that in BabylonTrekWars site.
Since BabylonTrekWars adds weapons for all sci-fi somehow balanced, that would be my choice. Now I need to find a way to convert those rpg like values into se4 and add other data such as tonnage to complete the comps.
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  #73  
Old December 7th, 2001, 05:37 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I would say go for the Newtonian style of movement, you could then better differentiate different styles of movement between the different sci-fi universes.

Also, Combat Squirrel had a pretty good infantry solution, using multiple mount types for 'Infantry' seems to be the easiest way to go. Making them low tonnage and just requiring a 'cockpit' type component and maybe a choice of armor.
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  #74  
Old December 8th, 2001, 12:14 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I agree. I'd prefer Newtonian. It could result in a diverse number of engine types, which would really make it feel like there's been a fusion of different Sci-Fi genres.

i.e.
In the Trek Universe you get these big huge engines, but just one or two (with a few exceptions of four). They're big, and difficult to put out of commission, but once they're gone, the ship is dead in the water - sort of an "all or none" effect.

It seems to me from the pictures that the SW Universe has more (4 to 8?) large engines on their capital ships, so it would be (numerically) easier to lose an engine or two, but the effect on ship movement wouldn't be quite "all or none."

Other genres could have the 20 - 30 small engines per capital ship as found in the P&N Universe. Slowing these ships would be easier because even a small increment in damage can take out an engine or two... but stoping them would be more difficult because they have so many small engine components.

Different genre engine types will also have an effect on ship construction and the variability in ship velocities for each genre, but that's another topic really.
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  #75  
Old December 9th, 2001, 08:12 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ship tonnage: We'll have to be careful not to unbalance the game with the ship sizes. This can be leveled somewhat in the weapon damage and fire rates.

Movement: Exactly how would Newtonian work in SE4? I'm not against it, but it seems strange in a turn based game.
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  #76  
Old December 9th, 2001, 08:41 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

"Movement: Exactly how would Newtonian work in SE4? I'm not against it, but it seems strange in a turn based game."

See: P&N v2.x. Larger ships take more engines to move the same number of spaces as smaller ships.

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  #77  
Old December 10th, 2001, 10:07 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

But of course you could have different races with different mass to movement ratios. And you could have different ratios at different ship sizes (for non-Newtonian engine types). And you could have different engine types for different races too, resulting in a very complex but niffty multi-genre universe. And that's just the movement points
Finally you can have different components to change the amount of combat speed the ship has. So a race could have incredibly slow but highly manouverable ships! (ie Early Trek. Just the fighters in SWars)

Man, this will be a very cool mod when it's done! (even if the Newtonian movement isn't used of course)
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  #78  
Old December 13th, 2001, 04:39 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Take a look at this file I just made
http://se4kdy.cyberwars.com/files/sc...aponDamage.xls
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  #79  
Old December 13th, 2001, 06:09 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

thats a lot of guns
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  #80  
Old December 13th, 2001, 04:27 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

A lot yes, they are based on that Babylon Trek Wars page I posted a link.
I just copied the values there, we still need to revise them, a calssify by race and order by tech trees. And there are other weapons that mey need to be added.
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