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June 26th, 2003, 11:05 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
We don't need to copy too much from P&N to implement pirate-like races.
Every race or group of races has its own colonization techs and restricted access to other techs so that part is already made.
We don't need a "pirate" or "wanderer" racial trait unless we find that doing that actually reduces repeated components and techs.
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June 26th, 2003, 11:07 PM
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First Lieutenant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Yah, a neutral Ancient race that demands you make peace with everyone, or it'll take it to ya! That would actually be quite cool. Do you think that's worth persuing later down the road? - I personally think that's sorta neat.
Space Rogues is nice enough. These are the words I got from the ol' Thesaurus:
Interstellar Vagrants
Travellers
Wanderers
Ephemerals
Nomads
However, I think that "limited colonization" ability = colonization. I guess I'd need to see a proposal on limiting colonization, but it just seems to me that a race that can colonize, will colonize. Besides, this will tie them down to planets, which we're trying to (mostly?) avoid.
[ June 26, 2003, 22:10: Message edited by: jimbob ]
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June 26th, 2003, 11:20 PM
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First Lieutenant
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Sorry Andres, I was evidently typing at the same time you were. Here's an extra post then:
If we want some races that do not have any colonization capacity, the only way to pull it off is to produce a trait that lacks colony ships (ie. Ancient races of B5). That means we'll have to produce another racial trait (ie Normal) that does have the capacity to colonize. Well heck, if we're at it, we could throw in a "Nomad/Pirate" race type while we're at it... and I personally think it would be a fun and worthwhile effort.
In the case of the SW universe, it seems from the movies and the books that "minor races" and Groups often have a huge effect on the balance of power between the major combatants (for example the Rebels and the Empire). Of course it would be hard to make an AI that would successfully affect major empires as the AI is not intelligent enough. However, there are many people who would love to play a minor race, and just go about buggering up things for the major races (wouldn't it be fun to play the weapons dealing Hutts - sure you're not going to "win", but you can have a lot of fun affecting the outcomes for the greater empires. Personally I'm all over playing the Jawa  ). For those of us that love to be @%$# disturbers, we would love to have the tools available to do this, while maintaining some semblance of balance.
Edit: oh, and I read your post a little closer. I didn't realize that every race has it's own set of colonization techs! I just assumed it worked a bit more along the lines of the P&N or Proportions systems: one set of colony techs. I suppose that if you do it your way it would be fine too... and I guess you about break even on the number of components that need to be added:
three colonization components x # of races
versus
a separate couple of traits and 3 x ship sets.
[ June 26, 2003, 22:26: Message edited by: jimbob ]
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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June 26th, 2003, 11:48 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Yeah but 3 more components for each trait wouldn't make much of difference.
And players would have to remember to select a 3rd racial trait: StarWars Tech, Imperial Tech, Normal Tech.
Anyway I was thinking to make a single trait for all minor starwars "outlaw races" instead of one for each one.
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June 26th, 2003, 11:56 PM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres, please write a concise desription of the SW II mod so that it can be added to the mods list on MM's web site. Also, please indicate where you want the link to go. To this thread? Elsewhere? What "Version" should be listed? Alpha? Beta? Some number?
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June 27th, 2003, 05:11 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Jimbob, jawas aren't even neutrals, their worthless planet is controlled by a Hutt lord, and shared with Tusken raiders and humans.
Sandcrawler based ships?  Not likely, the Sandcrawler is a CEC design brought by Corellian miners.
Tough I may add Jawas as another outlaw race,  using the same set of ships that Black Sun, Bounty Hunters and Smugglers will use.
Fyron here's the description you requested
Mod: Star Wars Mod II
URL: http://se4kdy.cyberwars.com/files/sc...ross/index.htm
Mod Version: hmm... Beta
SE4 Version: 1.84
Description:
hmm... the same description of the B5 and AST mod?
A mod under construction based on the Star Wars universe.
Perhaps I should expand a little...
Players have to choose between "Standard SE4 Tech" or "Star Wars Tech"+"Race Tech" e.g. "Rebel technology". (Note: so far only the Empire and the Rebels have their own techs working, other races will have to use Standard SE4 Tech)
Each race gets exclusive technology, that includes components, facilities, intel projects and vehicle sizes based on the Star Wars movies and the expanded universe.
All races research the familiar tree of stock SE4 (plus a few actually exclusive techs), but get different things. What makes trading or analyzing technology from alien races possible.
The StarWars Mod II is the beginning of a more ambitious project, the Science-Fiction Crossover Mod that will incorporate (adapting as necessary) things from other mods such as The New Star Trek Mod and the B5 Mod.
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June 28th, 2003, 01:24 AM
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Captain
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Do you guys think all of the outlaw races should have P&N - style 'invisible civilian ships' ? I personally think they should, although they might be used for different purposes - the Black Sun would get early boarding parties for ship capture because they are more 'piratey' than the others, while smugglers and bounty hunters would use them for espionage.
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