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Atrocities said:
IE Laser, Turbo Laser, Blaster, Laser Cannon, Ion Cannon, etc.
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Blasters have a really short range but usually a high fire rate to compensate. They are older tech and aren't used much anymore. Laser Cannons are your typical light weapons, with a short range. Turbo lasers are massive weapons, easily 5x the power of a laser cannon (and up), with a long range. Still, all of them use the same basic technology, just ever-larger and more refined versions of it. I'd stick 'em all in the same tech area of Laser Weapons, with blasters topping off early in the progression, laser cannons ending about halfway up the tree, and turbolasers going all the way to the max level.
Note: In the Star Wars universe guided ordnance (proton torps and concussion missiles primarily) have a shorter range than energy weapons, but can skip ray shields.
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I was thinking about making turbo lasers far more powerful in size grades like 12", 16", 24". The larger the size the more power and range it has. The larger they are the more KT they take up. They would be able to target planets and ships, but not fighters.
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The power output of a turbolaser isn't really dependent on the size of the barrel, but on the output of the ship's reactor, which can't be accurately modelled in SE4/5. A classification system based on output in Megatons/Gigatons/Teratons of firepower would be an acceptable compromise.
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I am thinking about making a hyper-drive unit but make the component damaged upon use like I did with the warp overdrive in the AST and STM mods.
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This is the method used in the existing SW mod. It makes using hyperdrives on ships in a fleet a real pain, so much so that I stopped bothering. Much like the reactor output issue, a VERY fast strategic/slow-medium tactical movement dynamic isn't really feasible in SE4.
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The Rebels would have a bonus for smaller ships, ie the Nebula frigate would be be heavy hulled so that it can stand up longer in a fire fight, have more maneuverability, while say a Victory SD would be strong hulled but less maneuverable.
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Nitpick: The Nebula-class Escort Frigates are produced by Kuat Drive Yards; in other words, it's an Imperial ship, not a Rebel one. The Rebel's only manage to get their hands on them through theft/desertion/capture.
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Fighters are going to play a major part in the mod as they do in the star wars universe.
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The importance of fighters fluctuates depending on which sources you examine. If you use the original trilogy or any of the games (which are at the lowest level of canon) you get the impression that fighters are the end-all be-all of space combat. Parts of the Expanded Universe, particularly the Clone Wars material, emphasize the importance of capital ships (rightly, IMO). Think about
: if it only takes a few squadrons of hyperspace-capable fighters armed with proton torpedoes to blow up a Star Destroyer, why would anyone build capital ships at all?
I'd suggest swinging by stardestroyer.net's Pure SW tech debates sub-forum. Anything and everything you need to know about SW has probably been discussed there. How "realistic" you want to make the mod is up to you though. My feelings are that Empire At War and Rebellion, while fun, are horrible simulations of the SW universe and overly "gamey". Part of the problem is that SW canon is convoluted and oftentimes contradictory. Combine that with the huge variances in scale (from 15-meter fighters to 20km capital ships) and making an all-encompassing mod that possessess any degree of accuracy, realism, and continuity becomes insanely difficult and frustrating.
Good luck.