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January 6th, 2004, 04:50 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: New SJ mod
You are starting to sound like a game developer there SJ... 
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January 22nd, 2004, 05:52 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
Well, it now runs.
I've yet to do the weapons, as they'll be a deep grid tech forest, and I think I should do a bunch of work on paper first.
Just using stock weapons to play with the hulls and shields and stuff...
Combat goes pretty slowly, so I'll probably be cranking up the number of combat turns. 90 perhaps...
Torpedoes definitely win out over APBs here... at least against large ships. The big guys have so much shielding, you need the punch of a torp to hurt 'em at all. The little 200kt drones get swatted real quick with the APBs though.
Should be a cool effect. Match the weapons to the size of ship you're facing... if you run up against the wrong type of ship, you'll either be harmless (little gun, big baddie), or inefficient(big guns, little baddie).
The accuracy settings look pretty good so far... Uber-experienced ships will be much trouble, though. Since 'Normal' accuracy is 50%, legendary ships will be like the heroes on TV and movies, striding through warzones and picking off snipers with a chain gun
I guess that'll be when you break out the missile ships and mine layers
Even with stock missiles, they are quite effecive in combat. (I'll be moving the serious missiles up the tech tree) The 100% hitrate and uber-stacking pierce damage will really hurt the big experienced guys if they run out of cannon fodder ships.
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January 22nd, 2004, 06:50 AM
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National Security Advisor
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Re: New SJ mod
SJ, one problem you might want to address is moons. With your training scheme, a player that has breathable moons will have a pretty big advantage..
Consider:
1 Huge Methane rock planet
2 Tiny None Moons (rock)
Methane Breather:
Big breathable. 2 training facilities there.
No-breathe moons. 1 each.
4 training facs total (2 classes, 2 labs)
None Breather:
Big non-breathable. 2 training facilities there.
Breathable moons. 2 each.
6 training facs total (3 classes, 3 labs)
Hmm. Not -quite- as bad as I thought, but still an advantage.
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January 23rd, 2004, 02:18 AM
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First Lieutenant
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Join Date: Sep 2001
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Re: New SJ mod
Hmmm.. another nifty mod with which to waste my life
I'd just like to suggest that shields could be a higher tech tree, maybe stalling the introduction of them to mid game. Then you could fill out the early game with mainly armors and low tech options. My favorite, and I've yet to see it would be ships encased in ice or ice fields. I imagine these would be fully and partial shielding.
just my 2 bits USD (but Canadian bits are becoming more valuable, so that's only 3 bits Cdn. instead of 4 bits Cdn.)
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Take away paradox from the thinker and you have a professor.
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January 23rd, 2004, 05:43 AM
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Shrapnel Fanatic
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Re: New SJ mod
Regarding solid shields, I'm currently waffling between making them a racial tech, or just leaving them normal tech because they are fairly weak.
While I haven't actually thought about going into operational details, the ice fields would be a useful low-tech shield-like system.
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As for the moons & such, with the low cap on max training, I'm not worried.
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January 26th, 2004, 03:28 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: New SJ mod
Ok, I've got a half decent weapon tech tree set up now...
1) Researching Physics provides new warhead types; kinetic, chemical, nuclear, antimatter, polaron, quantum, ion, etc.
2) Researching Military Science provides new delivery mechanisms; projectile, pulse, beam, torpedo, missile.
Combine any two to produce a new weapon.
EG: Polaron + Beam = PPB
Kinetic + Projectile = DUC
Also, Chemical + Beam = Ripper beam
Nuclear + Beam = Incinerator Beam
Quantum + Beam = WMG
to reuse a few good names
Researching level one of both warhead and mechanism, will open the specific weapon branch.
1) The weapon branch provides cheaper weapons
2) Researching above level 1 in the warhead or delivery techs will increase firepower/range/accuracy/etc depending on what makes sense for the combo.
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January 26th, 2004, 07:37 PM
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Colonel
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Re: New SJ mod
SJ, any idea of a completion date? This mod sounds good, and I'd like to play it when it's ready to d/l.
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