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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
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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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October 23rd, 2003, 02:31 AM
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Shrapnel Fanatic
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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!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
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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Location: California
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Re: Abilities for objects in SE5!
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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
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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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October 24th, 2003, 01:21 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Abilities for objects in SE5!
Andres said:
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I want to define how they skip or affect shields or armor, what components it can hit ect
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Exactly! It would be great to be able to list all the component families that the weapon can damage. Maybe have component family numbers like "C116, C1009, C12045, etc" and facility family numbers like "F112, F1290, etc" and then you can define all the family types that the weapon can hit (just list em off, both components and facilities).
Definitely need to have components with multiple weapons' effects.
Spoon said:
And you could have a "percent required tag" on a ship, and then on the next line the modder could list all the families that would fulfill the tag.
[ October 24, 2003, 00:24: Message edited by: jimbob ]
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
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October 24th, 2003, 02:43 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Abilities for objects in SE5!
and list the ones it can't hit, in case that is smaller.
__________________
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!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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