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View Full Version : Organic & Crystal vehicle differences?


Slick
October 25th, 2006, 02:43 AM
What's the short answer on the differences between Normal, Organic and Crystal vehicles?

pujal
October 25th, 2006, 02:48 AM
No idea about crystal, but organic ships use more organic resources and less minerals and their dreadnoughts are much larger than normal ships.

Yimboli
October 25th, 2006, 05:14 PM
Also no idea about crystal, but to elaborate on organic ships, basically just swap the mineral + organic cost. That's for lower hulls at least, cuz I only have the demo.

Fyron
October 25th, 2006, 05:21 PM
Crystalline hulls swap minerals for radioactives. There were plans to do a lot more than just have organic/crystalline hulls, but it was scaled back for various reasons.

Ragnarok-X
October 25th, 2006, 05:43 PM
Is there no special abilty for crystalline and organic hulls ?!

Dizzy
October 25th, 2006, 05:45 PM
Crystalline hulls have some beam weapon save modifiers among a few select other things including greater maintenance discounts.

Fyron
October 25th, 2006, 06:17 PM
You may be thinking of the Balance Mod, where Kwok did indeed add some abilities to the hulls. In stock, the organic and crystalline hulls are the same as normal hulls. The sizes of the hulls are identical as well, in stock. Organic DN is the same exact size as normal DN, as is Crystalline DN. The only difference is in hull costs.

Dizzy
October 25th, 2006, 06:25 PM
Ahhh, my bad, fryon caught me! I use kwoks balance mod. Oopsie! Just trying to help. Didnt stop to think I had modded data files!

Slick
October 25th, 2006, 06:34 PM
Which begs the question as to how different they should be. These shifts in cost go a little way toward making these ships faster to produce, as any shift away from minerals will do. But Organic and Crystal races already have this advantage with their unique components. The question is: Should there be any other teeny advantages to these ships that go with your expenditure of those set-up points? Maybe some offsetting disadvantages too, since the normal vehicles are still available to these races. After all, 2 whole separate sets of ships and units for slight modification of resource costs doesn't seem like a worthwile difference. Of course, nothing unbalancing should be contemplated, just "sauce for the goose".

Raapys
October 25th, 2006, 07:45 PM
Personally I think that stuff should work like 3 exclusively different 'ways'; i.e. someone's organic, someone's crystal'ish, and others are good old metal.

At least with Kwok's mod, the races with these traits stop building normal ships, armor and weapons when they research their traits anyway, so why not just make them start with it but not have access to the 'metal' technology theme.

Arkcon
October 25th, 2006, 07:57 PM
Back in the last days of SE4, I had plans for a mod -- ridiculously grandiose plans given my modding skill level -- for temporal hulls. I figured they'd use time travel ability to bring in ships from the future, so they'd have hull sizes and components a couple of tech levels higher than they'd researched. So I planned on making them very cheap, quick to build, and real expensive to maintain. I was trying to model "time warping" them in, using them quickly, and then "time warping" (as in scrapping them) back out again.

Maybe SE5 will let me do that easier.

Spoo
October 25th, 2006, 09:00 PM
Imperator Fyron said:
You may be thinking of the Balance Mod, where Kwok did indeed add some abilities to the hulls. In stock, the organic and crystalline hulls are the same as normal hulls. The sizes of the hulls are identical as well, in stock. Organic DN is the same exact size as normal DN, as is Crystalline DN. The only difference is in hull costs.



Not quite.

Regular dreadnoughts:

Tonnage Space Formula := 1250 + (([%Level%] - 1) * 50)



Organic/Crystalline dreadnaouhgts

Tonnage Space Formula := 1250 + (([%Level%] - 1) * 100)

Fyron
October 25th, 2006, 10:01 PM
Heh, guess I didn't look closely enough. That is really weird... wonder if it was intentional to do just one size like that, or if it was a transcription error.

Moriarty
October 26th, 2006, 09:07 AM
Personally I suspect that the organic ships would have had some sort of self-healing ability.
That's what organic ships traditionally get anyway.

frightlever
October 26th, 2006, 09:48 AM
"Back in the last days of SE4..."

It hasn't gone anywhere.

Raapys
October 26th, 2006, 09:51 AM
Personally I suspect that the organic ships would have had some sort of self-healing ability.
That's what organic ships traditionally get anyway.

They do, indirectly. When you pick organic technology you get organic armor and weapons too; the armor is self-healing. At a quick rate too, I noticed.

Captain Kwok
October 26th, 2006, 10:15 AM
The Organic Hulls in the Balance Mod add regeneration capacity to organic armor to help to heal just a wee bit faster. They also have a small reduction to maintenence and cost more in organics. Crystalline Hulls reduce the damage from energy weapons slight, cost more in rads and have the same maintenence reduction.

Fyron
October 26th, 2006, 05:52 PM
Looks like the racial DN sizes/costs were a transcription error.