Thread: Babylon 5 Mod
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Old April 6th, 2008, 01:10 PM
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Default Re: Babylon 5 Mod

Why would the existence of shipsets affect your decision to work on a mod?

In any case, it would be a good idea to plan out the basic schemes you want to use.

- Shields:
None, of course.

- Armor:
Certainly not stocklike solid 360 armor. Directional? Leaky?

- Propulsion:
QNP, probably.
The heavy work would be in using the scripts to set up hyperspace... IE: find an unnecessary system, disconnect it from the galaxy and fill it with red storms. Then have the jump drive components teleport your ships to/from the hyperspace system.

- Shipsizes:
Perhaps a GritEcon style, where build cost = Size ^ 2, but maintenance is low.
IE: you can build little Olympus corvettes by the dozen, and fighters in hordes, but a giant Victory takes multiple years to finish.

- Weapons:
Can probably steal a lot from CB/GGmod.
Might be interesting to have the weapons not use up hull space, but instead have price be the limiting factor. Each hull would still be limited in hitpoints, so putting all your eggs in one basket won't make the basket any tougher.
It would also let you add a wide variety of guns to each ship.
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