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  #1  
Old October 17th, 2001, 10:44 PM
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Default Re: Anyone up to making a B5 tech mod?

I'm begining to think that I'll leave shields in but just make them very expensive. I'll increase research and resource cost.
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Old October 17th, 2001, 11:17 PM
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Default Re: Anyone up to making a B5 tech mod?

Just remember to keep the shields at the tiptop of the tech tree, and fairly weak per KT space.

Just cause they're expensive dosen't prevent someone from putting them on maintenance-free units, making them stronger than ships!
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Old October 18th, 2001, 02:49 AM

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Default Re: Anyone up to making a B5 tech mod?

Their was no shields in BAB5 from what I can remember.

Lots of Armor. And a better physics system.

( designing a star wars universe no nebulas )

You could do some really neat point defence enhancements.

And the troop pods should be good.

Like the idea with the shadows (and vorlons ) having their own techs.

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Old October 18th, 2001, 04:22 AM
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Default Re: Anyone up to making a B5 tech mod?

Good point. I think I just might have shields only in Vorlon and Shadows tech trees.
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Old October 18th, 2001, 06:53 AM
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Default Re: Anyone up to making a B5 tech mod?

actually, there was not 'lots' of armor, it was fairly easy to penetrate. perhaps components should be more durable tho.. something akin to thr P&N quality system would be perfect.


what they did have were interceptors, or point defense guns that shot down not only seekers but projectile weapons. and most of the 'bLaster' (starwars) type weapons seemed to be able to be shot down by interceptors. thats partly why beam weapons kicked so much *** in B5 (i think), because you could not shoot them down.

perhaps this could be simulated by making projectile weapons very fast (speed equal to range) seekers with low (1) hitpoints, and interceptors range 1 or 2 point def that dows low (1) damage. and beam weapons very large so as only to fit on capital ships.

I think that that these features would definitly give the b5 mod a 'unique' play experience, anybody like the idea?

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Old October 18th, 2001, 08:20 AM
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Default Re: Anyone up to making a B5 tech mod?

quote:
Originally posted by Puke:
actually, there was not 'lots' of armor, it was fairly easy to penetrate. perhaps components should be more durable tho..



In the B5 movie A Call to Arms, the Victory-class's armor is stated to reflect 80% of a weapon impact's energy. Sounds pretty effective to me. Of course, it WAS a mix of advanced Earth, Minbari and Vorlon tech.

The best resource for making this mod would be the game Babylon 5 Wars by Agents of Gaming (www.agentsofgaming.com). Hmmm, did I say that already? *walks away scratching head*


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Old October 18th, 2001, 03:03 PM
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Default Re: Anyone up to making a B5 tech mod?

Thanks for the input. I've been thumbing thru the Babylon5 Wars game from agents of gaming. Pretty detailed stuff. Right now I'm working on the race files and tech trees. I'm trying to put together a list of race weapons. Then make special race tech for the Shadows and Vorlons. I'm going to redo some of the graphics for the Shadows and add in the Vorlons. If anyone wants to work on a part of this please let me know. You can reach me at atomannj@hotmail.com.

I'm am still at the earily stages so I could use all the help I can get. He is a list of things to be done.

-mapper
-tech modder
-graphic pictures of tech mod
-vorlon race
-AI tweeks for all B5 races to make them more like the show and to use new tech tree.
-Help making possible jump gate
-make a few nuetral races
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