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January 20th, 2005, 03:52 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Carrier Battles Mod
Main Idea:
- Fighters and their carriers will be of key importance.
Key Planned Features:
- Ship-based PD will be limited to missiles only.
This will drastically improve fighter survival without completely neutering PD.
- Fighter components and hulls will be set up to encourage specialization into bombers, interceptors and space-superiority (fighter-vs-fighter) fighters.
- Ship-to-Ship weaponry will be generally nerfed to encourage fighter use even more.
Other Planned Features:
- Semi-QNP system, including both bonus move and hull-scaled standard move.
- Ship weapons based mostly around missiles. Anti-ship, anti-fighter, anti-missile, mixed use, various warheads, etc.
- Direct-fire weapons limited to range 2-4 or so.
- Leaky shields & armor.
- Prototyping Hull tech - Hulls above your current tech level will be available, but cost more to build the more advanced they are. (Allows pricey super flagships)
- GritEcon style troops (long ground combats, mix of large and small troops required for success, tough to glass planets)
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Suggestions and comments welcome.
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January 20th, 2005, 04:38 AM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Carrier Battles Mod
Interesting idea...For a total mod, might make and intersting game...different.
Ideas: ships weapons, could be very short ranged, and low powered, or can't affect some form of shielding, or weak versus shielding or armor, or very inaccurate at longer ranges, alot of supply usage...?
I like the prototyping hull tech idea...
Will all ships just be fighter transports, or will there be stuff like small (escort-frigate) torpedo boats, escort ships (destroyer-light cruiser), for Point Defense...?
Are you going to use Drones, Weapons Platforms, Satellites, and Mines of any type?
Kana
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January 20th, 2005, 05:27 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Carrier Battles Mod
Tried this before and no one was interested. Worked for weeks on the mod. Posted and it was not even downloaded ONCE. Not once. Really made me wonder why I spent so much time on it. Good luck.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 20th, 2005, 05:32 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Carrier Battles Mod
Wha? I thought you never posted it...
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January 20th, 2005, 05:41 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Carrier Battles Mod
I posted the mod. It was posted for a good three weeks before I wrote it off.
Too many mods. I am not surprised that no one was interested in it. It was only a beta. I might still have a copy if around.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 20th, 2005, 05:42 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Carrier Battles Mod
SJ if you pull this off, can I use it in the New Age Mod? (Formerly the Conquest mod.) If I choose to revive it.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 20th, 2005, 10:27 AM
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Corporal
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Join Date: Jun 2002
Location: wash state
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Re: Carrier Battles Mod
Id like to play a mod like that. Keep the capital ship weapons the same just none of them can lock onto the fast agile fighters! Maybe slow down Cap ships even more in the combat map so if you want to be sure to take out an enemy fleet youd have to use the fighters to do so....man i love this game!
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i came i saw.....i forgot where i put my sandwich
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January 20th, 2005, 11:38 AM
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Lieutenant Colonel
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Join Date: Dec 2000
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Re: Carrier Battles Mod
This sounds good - I have one question so far: would the QNP for it result in very fast fighters and slow capital/carrier ships?
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January 20th, 2005, 01:09 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
Atrocities:
Sure. I'm getting a lot of stuff from my other mods already, and my regular policy holds here too.
Emperor/Alarikf:
I'm thinking fast fighters in combat, with little to no strategic move. Perhaps one speed outside of combat at best.
Ships can be fairly slow all around, but they'll actually have decent strategic move.
Combat move is always at least (strategic move)/2, so the carriers can't be made superslow in combat. It'll have to be a relative thing, with carriers running 2 or 3 in combat and 4-6 outside, while fighters go 0-1 outside and 4-6 in combat.
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January 20th, 2005, 01:20 PM
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Lieutenant Colonel
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Join Date: Dec 2000
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Re: Carrier Battles Mod
I think it would be cool to see CVs going 3-6, but fighters going 10-20 - that would be more akin to the dynamic we see today, wherein fighters are so powerful in part because they operate in an entirely different medium, and are, compared to naval vessels, exponentially faster...meaning they can zoom up, unload ordnance, zoom back, reload and do it again...
fun!
But, just my two cents, of course...
Thanks,
Alarik
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