.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old November 27th, 2002, 10:25 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

For simulating shapes and surfaces of ships in mods:
Make all "internal" components have the cargo ability (amount-zero)
Make all "surface" components, such as weapons, engines, and fighter launch bays NOT have the cargo ability. (Fighter storage would have to be separated from fighter launch components)

Add a cargo % restriction to every hull size.
The actual value would depend on the shape and size of the hull.

For a simple shape like a sphere, the cargo % would be high. For a complex shaped ship with wings, skinny sections, and open areas, the requirement would be much lower.

Relating this to the TNG-mod:

Think of various ships in the TNG universe.
A romulan warbird is very open, with the wings and such. The only blocky area is the bridge-section. Such a ship would have a cargo requirement of somthing like 5%

A borg Sphere, on the other hand, is mostly internal space. In fact the sphere shape has the least surface area for the most volume.
It would have a cargo requirement of something more like 60% Fusion cubes would be even worse.

The fancy shapes and high surface area of the standard ships allows them plenty of room for weapons and other such things that need to poke through the hull.
The borg cubes, on the other hand, have a lot of internal volume that can't be used for weapons or other surface objects!

[ December 11, 2002, 04:45: Message edited by: Suicide Junkie ]
Reply With Quote
  #2  
Old November 28th, 2002, 01:03 AM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

SJ, you are simply a genius at modding SE4! I hope that talent pays off in the real world

To add to your idea, though, how about giving all "surface" components the Armor ability so they get hit first, thus protecting the inner components and possibly balancing the two ship styles?

Then you could also say that bigger ships a greater proportion of internals than smaller ships do, and really get fancy! Maybe you could make the different hull types separate tech areas, as well - after all, it is a different kind of engineering to hold together a spindly Excelsior class cruiser or X-wing fighter than is is to build a sturdy Borg cube or Death Star!
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #3  
Old November 28th, 2002, 01:13 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

You know, I just might have to steal that idea for Adamant mod...
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #4  
Old November 28th, 2002, 01:52 AM

Taera Taera is offline
Colonel
 
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
Taera is on a distinguished road
Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

An interesting idea you have there, SG.
Would love to see it implemented.
__________________
Let the game begin!
Green bug from outa space!
Reply With Quote
  #5  
Old November 28th, 2002, 03:15 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

This is similiar to how ships were built in SE:III.

One nitpick is that the main parts of a weapon may be in the hull and not directly mounted on it. One might also argue that a Borg Cube is so large, there is still more surface area than any other ship.

It's still a cool idea though.

[ November 28, 2002, 01:17: Message edited by: Captain Kwok ]
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #6  
Old November 28th, 2002, 04:05 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

Quote:
Originally posted by Ed Kolis:
...To add to your idea, though, how about giving all "surface" components the Armor ability so they get hit first, thus protecting the inner components and possibly balancing the two ship styles?
...
Hmm, except then it would have the same logical error that the "hit first" armor suffers from in SE4 - it ALL has to be destroyed before ANY non-hit-first components are. So there is no way to penetrate armor - it all has to be completely vaporized first. Which, is entirely not how actual armor works. Which is why I modded armor the way I did in Proportions mod.

PvK
Reply With Quote
  #7  
Old November 28th, 2002, 04:17 AM
Kamog's Avatar

Kamog Kamog is offline
Lieutenant General
 
Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
Kamog is on a distinguished road
Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

There needs to be some way to balance out the disadvantage of having a sphere or cube shaped ship with large internal volume. These ships are penalized by requiring to have more cargo %, so you are at a disadvantage because of the heavier restrictions you have on ship design and the fewer weapons that can be included. So you wouldn't want to play a race with such a ship set.

To balance things out, how about giving these ships more structure strength to resist damage, for example?
Reply With Quote
  #8  
Old November 28th, 2002, 04:18 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

Quote:
One might also argue that a Borg Cube is so large, there is still more surface area than any other ship.
Exactly: the 30% surface area on a Cube of 2000kt is still bigger than the 80% surface area on a 600kt spindly battleship.

Kamog:
For a trek mod, the disadvantage of borg shape restrictions is compensated for by the vastly larger size of the ship

[ November 28, 2002, 02:21: Message edited by: Suicide Junkie ]
Reply With Quote
  #9  
Old November 28th, 2002, 04:25 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

Give the surface components much higher hitpoints, so they're hit first more ofter--a la Proportions' armor.

I think this is an awesome idea, though. I did like the SE3 armor/outer hull/inner hull design setup; once a layer was pierced, the next layer could (but not necessarily would) be hit. This is the closest we can get with the SE4 model.
__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
  #10  
Old November 30th, 2002, 04:28 PM
Escaflowne's Avatar

Escaflowne Escaflowne is offline
Corporal
 
Join Date: Sep 2002
Location: Malden, MA
Posts: 71
Thanks: 0
Thanked 1 Time in 1 Post
Escaflowne is on a distinguished road
Default Re: Mod Idea: Simulating surfaces -> Borg Technology -> Twinkie Physics -> Worldviews

Ships with large internal volumes and relatively small suface area may have fewer places to mount weapons. But due to their large size they are more then likely able to mount guns that would shred the smaller ships, even if the smaller ships have more weapons.

Plus there's the fact that you have all that internal space. You could have armored belts on the inside. Not sure we could represent that except maybe have some armor with cargo to represent 'internal' and some armor without cargo to represent 'external'. Of course the downside is you can't have any fancy armor on the inside of your ship. But you also have plenty of space for supplies, cargo, magazine capacity (if some mods use it), and of course SHIELDS.

So a Borg cube can't mount many individual weapons. But each of those weapons it does mount could crack a small starship in half. Plus it could have nearly impenatrable shields and several internal armored belts to make it extremely tough.

[ November 30, 2002, 14:30: Message edited by: Escaflowne ]
__________________
Don't worry. Somewhere, somehow, I'm slowly losing my mind.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:45 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.