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February 5th, 2004, 01:25 PM
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Re: StarFire Mod v-Beta 2
Quote:
Originally posted by President Elect Shang:
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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Well, by cannon, the sheilds AND the DF have to be down for the nukes to multiply thier damage. So as a mechanic, it would work as long as Engines and Sheilds are the only things with this attribute.
Dan K
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February 6th, 2004, 02:59 AM
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Brigadier General
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Re: StarFire Mod v-Beta 2
Darn what a shame, I had actually belt up anticipation over night thinking that you were about to introduce the problem from a new angle. What a shame, well short of any other ideas I remain with the position that the Interdiction Effect can not be replicated.
But then wait Dan K appears on the horizon, are you sure about drives AND shields? I have to call you on this one, what page and book?
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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February 5th, 2004, 04:01 PM
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Re: StarFire Mod v-Beta 2
To clarify what I was going for: A weapon that does massive normal damage, but only 1/4 damage to shields,
AND
Engine components themselves generate a small amount of shields.
So when the normal shileds and the "drive field" (the small amount of shields generated by the engines) have been knocked out, the weapon will gut a ship like a fish.
Shang (or is it Wubbles the Borg now?)
Please allow me a respectful criticism.
By not accepting any suggestions that fail to conform perfectly to the source material, you are yourself, in fact, not conforming to source material. Engine interdiction DOES exist in the source material, so by not putting ANYTHING in to represent it, you are ignoring your own canon.
At the risk of repeating myself from the closed warp point discussion - a compromise solution that preserves the flavour and metagame effect of something is better than just pretending it isn't there at all because you can't get it to work perfectly.
Of course, as the person in charge of the project these things are, of course, your call. However if your position is "It must work EXACTLY the same as the source material or it will be left out entirely, no matter how important it is to the strategy and tactics" then please say so and I can stop wasting your time.
I still, of course, support the project and look forward to it's completion.
Thank you.
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February 5th, 2004, 04:41 PM
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First Lieutenant
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Re: StarFire Mod v-Beta 2
DemoMonkey,
Good post my man, but I must say in Wubbles' defence that as a general point, I do not believe any of us are setting out a policy whereby if a suggestion is non-canon, it is ignored.
I think the thrust of Wubbles' point is that it may be next to impossible to accurately reflect the interdiction field with the limitations of the mod, so what we are trying to do is find a solution which is (a) workable and (b) if not canon, then a suitable compromise on canon.
That is why I think Wubbles asked you if you could recall whether the damage multiplier for nukes applied if both shields and the interdiction field were down.
NB It is years since I looked at the 3rd edition rule book (I found it in the loft over the weekend, hidden between my wife's pony rosettes from when she was 15) but, I seem to recall that shields operated outside the interdiction field, therefore you had to thrash the shields, and knock down the engines, before you got multiple damage.
If this is the case, then what I think Wubbles is saying is that this could be modded.
The problem is that if we decide we want an interdiction effect, then we need to work out how best it can operate between SEIVG and SF canon.
The whole point of this exercise is to set up a group of people with both SEIV and SF experience to try and batter out a workable compromise.
Keep the suggestions coming as you seem to have more of an intuitive feel for the Starfire system than certainly I do. And my eyes glaze over when you start getting technical on the damage multipliers. Me just want mod on plate.
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February 5th, 2004, 04:53 PM
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Re: StarFire Mod v-Beta 2
"So when the normal shileds and the "drive field" ..."
Of course, first we have to mod the game to include "shileds"...
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February 5th, 2004, 05:47 PM
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First Lieutenant
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Re: StarFire Mod v-Beta 2
Actually, that is a good point. What happens in the Mod if Wubbles turns out to be a bit dyslexic, so that the rest of us have to build "lihgt curisers" armed with "forec bemas" and "poont defuns"?
Could drive everyone madder than badgers 
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February 5th, 2004, 05:56 PM
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Brigadier General
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Re: StarFire Mod v-Beta 2
Ok this Friday as a release for the Beta just is not going to happen, as I sat down Last week and decided on Feb 6 it seemed a really good date with plenty of margin for error. However those real world events can often sneak up on you and since Saturday I have been running around putting out one fire after another. So as I sit here today and look down range I think that I can safely say that Friday the 13 is a good date. HA-HA-HA, maybe I should change that now…
Demo: I got a little lost with your comment, although I appreciate the criticism I have to point that although I may have forgotten about the interdiction effect who can blame me, I have created this mod from scratch and by using the few elements that could convert over from the first Version of it. When you pointed out the interdiction effect I immediately recognized it and started to work on including it into the mod. When I lost sight as to how it could be done reasonably I asked others for help. This can be seen in my below Posts, in particular the one to Dan K pointing out that the shield effect remaining after all drives are knocked out may not be of consequence.
I really do thank you for all that you are suggesting, and also for volunteering to work on the ship sets, but you must keep in mind that if the proposed idea to the mod strays to far, no matter who thought it up (i.e. my idea about adding an engine at a lower tech level), than it won’t get added. Your point about the interdiction field is great, if Dan K is right about the shields AND drive field comment than hope is alive and it should be doable. But if he is wrong (I hope not) than what you are proposing wonders to far off cannon and I could not agree with adding it in. On the other hand there is always the vote of the beta testers that can override me.
This is lengthy so let me sum up my point, I don’t want you to feel that I am ignoring your comments or anyone else’s and I don’t want you or anyone else to feel or think that I hold “ultimate power” over this mod. I try to stick to cannon, once the beta is done and tested non-cannon features can always be added, till then non-cannon features could be added but I would need to be convinced or the majority of the beta testers would need to request it. Finally cannon features maybe missing, because I have done a lot of work so far and I am human I am bound to forget, just remind me.
The comment about the warp point is also one that I did not ignore; it just can not be done. If I add it in than for what good or reason? The AI will not be tricked into looking for it, as Fyron pointed out the path-finding AI can not be modified, and a player need not search for it, just click on the map until the left panel pops up and says (in effect) here is a warp point. So I hope you can see that I did not ignore you. It just can not be done in a way that would work. Keep in mind that I am constrained by the limits SE4G places on me.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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