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  #1  
Old May 16th, 2001, 10:12 PM
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Default Modder brainstorming session

Throw in some ideas, see what comes out.


- MOO - style deflector shields
Give a shield generator 10 shield pts, 10 crystalline shield boost. Every hit gets -10 damage taken off. (add 10 for each higher tech level) (moo used 1 pt, but this scales it up to match weapon damage)

- Massive engine tech changes:
-prop 1: standard engine I
-prop 2: Fuel-efficient engine I
-prop 3: Gas-guzzler high boost engine I
-prop 4,5,6 lev2 in above.

fuel-efficient engines would be 50% larger, but use 1 supplies per move (vs 10)
gas guzzlers would be 50% larger, give 2 movement points, but use ~30 supplies per move.

[This message has been edited by suicide_junkie (edited 16 May 2001).]
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  #2  
Old May 17th, 2001, 12:55 AM

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Default Re: Modder brainstorming session

If your going for MOO type shields, how about reflector shields, that bounce some of the energy back at the attacking enemy.

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  #3  
Old May 17th, 2001, 12:57 AM
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Default Re: Modder brainstorming session

Throw in any ideas you can come up with!

I don't think SE4 has any way to reflect damage, but someone else might come up with something.
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  #4  
Old May 17th, 2001, 01:03 AM

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Default Re: Modder brainstorming session

how about modifying sensors to detect mines

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  #5  
Old May 17th, 2001, 01:08 AM
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Default Re: Modder brainstorming session

quote:
Originally posted by evader:
how about modifying sensors to detect mines




do-able. there are multiple sensor types available, we could give mines a specific cloaking ability and reserve the others for ships, change gravetic sensors to pick up the mines, and make them useless for ships (i.e. remove gravetic cloaking from cloaking components, or raise it to something over whatever the maximum mine cloak level would be)

how about a mod that fleshes out all the cloaking components to make that more of a game? i guess the AI would have a hard time with it...

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  #6  
Old May 17th, 2001, 01:16 AM

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Default Re: Modder brainstorming session

SJ:
Can you explain the deflector shield idea a bit more, maybe with a combat example? It's been so long since I've played MOO that I've forgotten. It sounds highly interesting though.

I really like the different engine types idea also. Reminds me a lot of Stars! engines.

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  #7  
Old May 17th, 2001, 01:22 AM
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Default Re: Modder brainstorming session

Here we go! Let the ideas flow!

quote:
give mines a specific cloaking ability and reserve the others for ships...the AI would have a hard time with it.
So, what kinds of things would each of the other cloak/sensor types do?

Psychic: master computer gives a max level cloak (any crew aboard go into cryo-hibernation for cloak, so they don't spew brainwaves )
- all cloaking devices should have psychic cloak lev 1, so you NEED the computer to hide.
temporal: an all-seeing, but much more expensive tech? How could it be realistically/believably stopped?
active/passive: how about active level "x" requires passive level "x-2" (to detect faint return signals) and/or long range sensor tech? Different cloaks could be stronger VS active or stronger VS passive.
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  #8  
Old May 17th, 2001, 01:27 AM
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Default Re: Modder brainstorming session

quote:
Can you explain the deflector shield idea a bit more, maybe with a combat example? It's been so long since I've played MOO that I've forgotten. It sounds highly interesting though

I only managed to play a quarter of a game of MOO original, but from what I gathered, the deflector shield reduced damage to your ship by x points per hit.

The crystalline effect will keep your shields always at 10 points, so every hit gets reduced by 10 points of damage!

shields start at 10, you get hit for 30. shields block 10, you take 20. crystalline boosts shields to a max of 10. repeat ad nauseum, or until deflector shield gen is hit

in moo: laser hits for (random 1,2,3 damage) 3 damage. Shield subtracts 1, you take 2 damage. repeat


[This message has been edited by suicide_junkie (edited 17 May 2001).]
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  #9  
Old May 17th, 2001, 01:33 AM

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Default Re: Modder brainstorming session

Ah, ok, much like what emissive armor is supposed to be like. Cool idea. Only problem I see is that once you do more than 10 points (or however many the component has), wouldn't the component be destroyed and no longer regenerate?

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  #10  
Old May 17th, 2001, 01:39 AM

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Default Re: Modder brainstorming session

No, because it's not armor.

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