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Old February 4th, 2004, 06:22 PM
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Default Re: StarFire Mod v-Beta 2

Well I was having a great debate with my History professor so I need to change gears, however let me address these questions.

Magnum: Sorry to hear that you can’t beta test but by all means tackle the ship sets. Send an email to the address I provided and I will send you a list of the updated ship hulls, I have the feeling that you are working off of the pre-UTM hulls. Also should you enlist any other aid let me know so that can give proper credit. If you do get aid from others than I will trust you to act as the “Lead Designer” and follow your recommendations (it will save you from having to ask me for guidance) unless it is something far out of lines with the StarFire motif, but I seriously doubt that will be the case as you are really working unrestricted already. *Motif? Define StarFire motif?*

Inner and Outer Hull: This is a fair idea but I can see too many complications with it:

First is the damage. If I where to increase the tonnage structure of a component that sits on the Outer Hull I would have to increase the damage of all weapons so that a single hit could still destroy that system, this would mean that a single hit could destroy multiple Inner Hull systems.
Second is the AI factor, I can’t say for certain but it would seem to me that the AI would have a hic-up applying the actual armor component to a ship that has components with armor traits. Let’s say that I set the AI to create ship A with two points of armor and it adds two components with the armor trait, now it has no need to add actual armor as it has just satisfied the requirements.
Third it would still be random, if you have two components with the armor trait (component A and B in that order) it can not be guaranteed that A will be damaged and destroyed before B. The sought after effect is still missing.
Fourth: I could increase the tonnage structure of Inner Hull components to make up for the lop-sided effect of the Outer Hall, yet still is the fact that anything with the armor trait is fair game for damage. In other words it would be nuts to loose your “Outer Hull” missile launcher before all of your armor is gone. Then again I could increase the tonnage structure of all armor, and then I would have to increase the damage of all weapons that hit armor, then that would be too much damage on internal scores, increase their tonnage structure… See the dilemma?

So “Leaky Armor” just won’t work in this mod and still keep a balance. Now on to the Last item, I saved it for Last on purpose. The issue of the interdiction field, I may have an idea that will work however that is something I think should be addressed “off forum”. Once I create the outline and an explanation as to the idea I will email my proposal to the addresses you have provided me. Mr. Floppy at what address should I contact you, or would you prefer a private message for ease?

Almost forgot, shields, they are modeled just as normal shields in SE4G. I could not see any difference between the two except that 3rdE shields interdict scanning and that was easy to add in. I can not say for certain that it will work and there is no way to avoid scanning a ship once combat has started. Other than this one “flaw in application” it should by all rights work just as in 3rdE, beta testing needed of course.
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Old February 4th, 2004, 06:52 PM
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Default Re: StarFire Mod v-Beta 2

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Hmmm, evidence of the hysteria that always seems to attend any election campaign being organised by Americans. Someone please take Narf Poit Chez Boom out, preferably with a bullet to the head.
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[ February 04, 2004, 16:53: Message edited by: narf poit chez BOOM ]
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Old February 4th, 2004, 07:51 PM

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Default Re: StarFire Mod v-Beta 2

Re: Missile Interdiction.

It's possible to have a weapon do multiple damage to shields. Is it possible to have a weapon do normal damage to shields and multiplied damage to everything else?

If so, set up missiles to do that. Then, add a small shield generating function to engines. Not much, 10 points per engine regenerative. The end effect; if you knock out the shields and the "drive field", the missiles slam home for massive damage.

Yeah, yeah, the engines will still be there. Life's imperfect.

Glad to help.
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Old February 4th, 2004, 09:55 PM
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Default Re: StarFire Mod v-Beta 2

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It's possible to have a weapon do multiple damage to shields. Is it possible to have a weapon do normal damage to shields and multiplied damage to everything else?
Yes. Multiply its damage by 4 and give it the 1/4 damage to shields type. This gets the exact same effect, in that it will do "normal", expected damage to shields, and 4x to everything else. There is also 1/2 damage to shields, and 2 times damage to shields.

[ February 04, 2004, 19:56: Message edited by: Imperator Fyron ]
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Old February 4th, 2004, 11:27 PM

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Default Re: StarFire Mod v-Beta 2

Excellent. Do that thing he said.

Thank you Fyron.
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Old February 5th, 2004, 01:27 AM
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Default Re: StarFire Mod v-Beta 2

I have given it very careful thought and the interdiction effect of the I and Ic will not work. The [obvious] problem that I see with Fyron’s suggestion is that even after all engines are destroyed the interdiction effect would continue until the Last shield generating component was destroyed. If that is the case then it is no longer the interdiction effect that you know of from the books and we 3rdE’rs know of from cannon.
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Old February 5th, 2004, 04:42 AM
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Default Re: StarFire Mod v-Beta 2

You can not have a weapon with 2 damage types. So, you can not have "shield generators" damage and "1/4 to shields." 1/4 to shields means that it does 1/4 the damage to the shield points, not the shield generators themselves.
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