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April 22nd, 2001, 07:36 PM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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Re: Opinions wanted on new tech (Pirate Mod)
quote: On the topic of #4 I'd like to see a racal trait option for components with more/less durability.
You choose this trait and it makes all components on all your constructs 10%, 20%, whatever stronger.
And the same going the other way. At the cost of ship durability you could gain more racial points to place elsewhere.
Great idea. It could be a characteristic, just like repair aptitude. Send it to MM!
quote: #4 would be cool but it would definetely have to cost A LOT of resources to put on.
Oh, it most certainly does. For the price of doubling you hitpoints, you could almost build (& maintain) a whole new second ship.
Its $400 per 35 damage resist. It is really intended to be used for different play styles.
Ie. Player one uses double-strength ships, Player two uses twice as many ships.
quote: Nifty. But a concern about the fourth one -- would it lead to incredibly tough ramming ships? Probably not, because it's not armor (and thus internal components could take mucho damage)... but something to test.
I'm not sure how the ramming damage is calculated, if it is a multiple of the hull strength, then it will be a problem, but if its based on the mass of the ship, everything will work out.
When you get hit by anything, the HBs will only absorb (#of HB / # of components)% of the damage. So if your ramming ship is dependent on HBs, it'll get slightly more crippled with each ram.
quote: Are the PDLasers as accurate as the PDCs?
They are an exact copy of the PDC, but with the changes I mentioned. So, the PDL are just as accurate as the original PDCs, roughly 75% at max range, while the new PDCs are guaranteed to hit because they only fire at point-blank range.
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April 22nd, 2001, 07:38 PM
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Second Lieutenant
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Re: Opinions wanted on new tech (Pirate Mod)
I like the all ideas but I have 2 questions.
Would linking the planetary shields give you free shield levels if you discovered them on a ruin?
Should there be a counter for the hardened bulkheads? Without them being able to be countered with some weapon you probably could make an undestroyable ship.
Also, you may want to consider adding a varient of the small missile mod if you add another PD type. I think it is in the D-Man mod if you need ideas. You can create cheap deadly missile ships with this. The laser PD reminds me of a close support weapon.
[This message has been edited by Marty Ward (edited 22 April 2001).]
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April 22nd, 2001, 09:54 PM
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Shrapnel Fanatic
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Re: Opinions wanted on new tech (Pirate Mod)
Finding planetary shield tehc in a ruin will give you MPSG tech level 1.
You still need shields 3 to get a MPSG I facility.
If you captured a planet with a MPSG you might be able to get free shield techs, but I don't think you can analyse facilities.
quote: Should there be a counter for the hardened bulkheads? Without them being able to be countered with some weapon you probably could make an undestroyable ship
Doubling your ship's hitpoints with HB will boost the price of your ship to double also.
So, for the cost of a double-hitpoint HB ship, you could build two standard ships.
HBs can stop armor-penetrating, shield penetrating, shield destroying, weapon destroying weapons. The counter for that is simply standard weapons, which do much more damage than the specialty types, and so they will cut through the HBs.
quote: Also, you may want to consider adding a varient of the small missile mod if you add another PD type. I think it is in the D-Man mod if you need ideas. You can create cheap deadly missile ships with this. The laser PD reminds me of a close support weapon.
My PDC is a "one square away" close support weapon, the PDL, can cover ships much farther away, and will have a chance to fire twice (at half-power) on missiles coming for the PDL ship.
In fact, I believe that my PD is weaker than the standard files' PD.
[This message has been edited by suicide_junkie (edited 22 April 2001).]
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April 22nd, 2001, 10:14 PM
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Captain
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Re: Opinions wanted on new tech (Pirate Mod)
I posted a CompEnhancement mod awhile ago in the data mod section that had both 'hardened componants' and missile mounts (a light one), your welcome to take a look and use any of the ideas if you want. There are also mounts for other weapons as well, they were mainly used to force the AI to use different ship sizes in different roles.
The 'hardened componant' could be used for any componant to double the dmg resist/cost of the comp.
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
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We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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April 22nd, 2001, 10:21 PM
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Shrapnel Fanatic
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Re: Opinions wanted on new tech (Pirate Mod)
The only reason why I didn't go with a component enhancement for hardened components was because it would apply to armor as well. Armored armor is kind of silly...
I think I may add some missile mounts though.
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April 22nd, 2001, 11:15 PM
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Captain
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Re: Opinions wanted on new tech (Pirate Mod)
True, if you look at it as 'Armoured armour' it is silly...but then again, really what is Plate Mail armour but chainmail with a few metal plates over top?? Or in other words, 'armoured armour'  Whenever I used my mod I just looked at it as a costlier Version of the normal armour, better materials (ie, steel plate vs. say 'bronze' plate).....(that and why would I want two componants that have 30resist each that I would have to repair seperately when I could have one with 60 that would need repair less often??)....But hey, thats why I LOVE this game, everyone mods it to their own likes and dislikes...The game may be good but the support/people who play it make it Outstanding!
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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April 22nd, 2001, 11:26 PM
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Sergeant
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Re: Opinions wanted on new tech (Pirate Mod)
Ok, comments and suggestions....
1) Shield generators are a good idea, however I think you might be overpowering the upper levels... after all they still use only 1 fac spot.
2) I'll get to that at the end
3) I agree that if you make a better mount type for sats it should improve range not damage so much... personally I don't use sats, so I'm not sure how they'll play out, but remeber that the AI will always use the biggest mount (or the one further down the list) available.
4) Even though the hull is strengthened, the struts/thicker wall/ect. will still use some space... perhaps 1-5KT, Also now that "One per ship" restriction is active, perhaps you can utilize that feature for "Heavy/Very Heavy/Extremely Heavy" reinforcement. I'm planning on adding something very similiar to the Crystalline tech (Crystalline Structure... LOTS of hits, uses 20 tons and a lot of radioactives, one per ship)
Now for PD weapons...
I think you set the range for PD lasers too high... I have had PD GUNS (5 Ton, 2 range, 1/2 damage) in my mod for a while.... at first their range was 3, but I found myself never using the cannons. Why? Because at range 3, a few ships could easily protect the fleet from incoming missiles/fighters...
But by dropping range to 2, these guns really only protect their own ship and sometimes their neighbor (the way it should be), thus I still mounted cannons on the larger ships to protect the fleet. I have had a lot of time tweaking theese, so believe me... at range 3, Half damage and only 5 tons... your PD lasers are very unbalanced!
Additionally, as an additional reason for big ships to mount PD Cannons, I added the tag to make PD GUNS be treated as armor... these small, lightly armored turrets get picked off easy by weapons fire, furthermore this gives fighters a chance against these smaller guns/lasers. I also added the "External Missiles" and made the be treated as armor as well.
Here is a list of PD weapons in my mod, if you see anything you like... feel free to borrow it:
PD Cannons: Basically the std PD's from MM, but with a range of 3-6.
PD Guns: As described above, 5Tons, 1/2 damage, range 1-2, deystroyed with armor.
PD Rockets: 40 tons, 50% better damage, range 8-10, reload rate 2. (these are still being tweaked, they are not seekers, this way distant fighters have a chance to get in)
RAP Armor: "Reactive Armor Plating", each 10 ton piece of armor (as good as std armor), has a PD weapon with a range of 1, hits only seekers, reload rate 30, does enough damage to kill any seeker. Ever wonder what the Last few tons should be, PD or armor? Well now you can have your cake and eat it too!
Well that's my 2 cents.
Opps, sorry misunderstood what your PDC/PDL were... I thought you made a smaller Version, (that's what I get for skimming through).... I'm not sure about your arangement, Tell me how they do, I might add analogs to my own mod!
[This message has been edited by Trachmyr (edited 22 April 2001).]
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