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October 23rd, 2003, 01:15 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Abilities for objects in SE5!
All abilities should be modular and customizable, with as little forced in the hard-code as possible. 
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October 23rd, 2003, 01:53 AM
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Brigadier General
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Join Date: Dec 2001
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Re: Abilities for objects in SE5!
Quote:
Originally posted by spoon:
Prerequisite Components. For example, in order to have Quantum Engines, Quantum Torpedos, or Quantum Shields, you need to have a Quantum Generator on your ship.
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I hope that was just an example. Those things (probably) have nothing in common except the fact they all have the word Quantum on their titles; and Quantum can mean lots of things.
__________________
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October 23rd, 2003, 02:28 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Abilities for objects in SE5!
Well they all use Quantum Power
(gets shot with a Quantum Beam  )
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The Ed draws near! What dost thou deaux?
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October 23rd, 2003, 02:31 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Abilities for objects in SE5!
and you'll need a quantum mechanic
(he started it!)
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Sig updated to remove non-working links.
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October 23rd, 2003, 03:35 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Abilities for objects in SE5!
Quote:
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I hope that was just an example. Those things (probably) have nothing in common except the fact they all have the word Quantum on their titles; and Quantum can mean lots of things.
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Yup, just a quantumfied example of something someone might want to mod...
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October 23rd, 2003, 11:53 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Abilities for objects in SE5!
Limits to repair: You that can only repair listed comp families.
Auto regenerating component, althogh the repair limits above may be able to simulate this with a second component.
I like the idea of SM taking a long time instead of being so expensive.
Being able to specify stellar requirements would be great. Modders should be able to choose if they want a star, planet, asteroids, storm, warp point, empty sector as a requirement.
Being able to build large ships and bases in a similar way to RW/SW.
Different types of supplies and components that can convert them: reactors use fuel to generate energy used by most components.
Fully customizable damage types
I want to define how they skip or affect shields or armor, what components it can hit ect. Modders may be able to create weapons very different from stock weapons.
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October 24th, 2003, 12:06 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Abilities for objects in SE5!
Quote:
Originally posted by Andres:
Limits to repair: You that can only repair listed comp families.
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And...
Self Repair: a component that can only repair damage to the ship it is on.
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