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August 13th, 2004, 12:42 PM
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Re: Starfleet Battles Mod (SFB Mod)
Well crud...I was hoping to make different size and capacity Drone Racks. Which could then be filled with different sized and different type of drones/missles. I would have to make seperate components and probably some form of mount to do this then...hmmm...grrr...blah...
Kana
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August 13th, 2004, 12:52 PM
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Shrapnel Fanatic
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Re: Starfleet Battles Mod (SFB Mod)
Any drone can be loaded into any cargo bay, whether it is a drone launcher or not. Any drone launching component can launch any drone component, irregardless of size. 
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October 6th, 2004, 02:18 PM
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Re: Starfleet Battles Mod (SFB Mod)
Question on Leaky Shields/Armor....
What I would like to emulate is SFB like shields. Basically they have six seperate shields any single one of which can be knocked down, then weapons fire will affect the ship. Since there is no arcs of fire or anything like that in SE4...I would assume a form of Leaky Shields could be used. With the "Leaky" random change emulating the possibility that the an individual shield is knocked down, or if there is already shield damage, the possiblity that damage gets through a "down" shield.
I am already planning on having a form of leaky armor (Hull), which is basically free damage hits. Plus in some instances actually armor. Also some form of Power absorbing shield/armor, which can repair itself.
Any Ideas or thoughts...?
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October 6th, 2004, 02:39 PM
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Shrapnel Fanatic
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Re: Starfleet Battles Mod (SFB Mod)
With leaky shields, you have to get past the initial shield points before any leakiness comes into affect. This essentially has that affect, where you have to take down part of the shields before damage can be done to the hull. Not by generator component, but instead by shield points.
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October 6th, 2004, 06:31 PM
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Re: Starfleet Battles Mod (SFB Mod)
Quote:
Imperator Fyron said:
With leaky shields, you have to get past the initial shield points before any leakiness comes into affect. This essentially has that affect, where you have to take down part of the shields before damage can be done to the hull. Not by generator component, but instead by shield points.
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Not sure I'm following you here...basically what you are saying is I can't do anything like this and use the shield component...Because the shield points are all or nothing...I wonder if I could mod something similar to leaky armor, but call it shield or something...hmmmm
Kana
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October 6th, 2004, 07:24 PM
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Shrapnel Fanatic
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Re: Starfleet Battles Mod (SFB Mod)
Quote:
Kana said:
Quote:
Imperator Fyron said:
With leaky shields, you have to get past the initial shield points before any leakiness comes into affect. This essentially has that affect, where you have to take down part of the shields before damage can be done to the hull. Not by generator component, but instead by shield points.
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Not sure I'm following you here...basically what you are saying is I can't do anything like this and use the shield component...Because the shield points are all or nothing...I wonder if I could mod something similar to leaky armor, but call it shield or something...hmmmm
Kana
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No, I am telling you that leaky shielding acts very similar to what you were wanting... In practice, it has the same effect. Generally, leaky shield systems have the abilities set up so that the components might generate something like 2 times the shields from damage ability (as an example). You can imagine that this represents the various starting shield levels around the ship. Several shots might just damage the shields, and not have any leaky effect. This can represent collapsing a few areas of shielding. Once all initial shield points are gone, a hole has been created in the shield layer and the leaky effect kicks in. Each shot generates some shield points, and the ship gets some damage to internals. The next shot is reduced in damage by the generated shield points from the Last shot. Overall statistically, this represents partial reduction in damage to the ship from each shot from "deflector" type shields (which is how Star Trek shields function). Each shot will either be doing full damage, or no damage, or some percent of damage (depending on the exact values of shields from damage totals, weapon damage per shot, etc.), but it averages out.
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October 7th, 2004, 01:33 AM
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Re: Starfleet Battles Mod (SFB Mod)
[/quote]No, I am telling you that leaky shielding acts very similar to what you were wanting... In practice, it has the same effect. Generally, leaky shield systems have the abilities set up so that the components might generate something like 2 times the shields from damage ability (as an example). You can imagine that this represents the various starting shield levels around the ship. Several shots might just damage the shields, and not have any leaky effect. This can represent collapsing a few areas of shielding. Once all initial shield points are gone, a hole has been created in the shield layer and the leaky effect kicks in. Each shot generates some shield points, and the ship gets some damage to internals. The next shot is reduced in damage by the generated shield points from the Last shot. Overall statistically, this represents partial reduction in damage to the ship from each shot from "deflector" type shields (which is how Star Trek shields function). Each shot will either be doing full damage, or no damage, or some percent of damage (depending on the exact values of shields from damage totals, weapon damage per shot, etc.), but it averages out.
[/quote]
So I would have to use the shield points from damage ability to 'regenerate' the shield to a certain percentage of coverage. The points not gained up to maxiumum shield would represent the 'downed' shield facing...and the remaining points will represent the other shields. I guess I'm a dope...I would have to see it written out in mod form or something to really see it...It does sound abit complicated...I may just not include it, and use the regular shields...and keep the hull internals as a means to absorb damage....
Kana
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October 6th, 2004, 02:39 PM
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Lieutenant Colonel
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Re: Starfleet Battles Mod (SFB Mod)
Yeah, would be true to SFB but you could probably come pretty close to it by having different drone rack components - that fire their type of drones (seekers) with special damage types and different speeds (can't wait to launch a volley of speed-32 drones!)
As an old SFB fanatic, I'm gonna enjoy wathcing this develop. If I had ANY modding ability, I'd offer to help...as it is, I can probably just kibbitz.
How do you think you might handle:
* the use of Andro displacement devices on themselves?
* regular v. overloaded weapons?
*
I would offer that ships in SFB mod should generally have a lot of shield regeneration capability.
Man, I'll have to find all my old SFB stuff and refresh my memory. I threw a LOT of money at that game, and many years of my life...I hope I kept it all...
Good luck with this. Watching with eager anticipation...
Alarik
EDIT: ooh,what about Wild Weasels? Can ECM effects be applied to other ships? What about scatterpacks?
Quote:
Kana said:
Well crud...I was hoping to make different size and capacity Drone Racks. Which could then be filled with different sized and different type of drones/missles. I would have to make seperate components and probably some form of mount to do this then...hmmm...grrr...blah...
Kana
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October 6th, 2004, 03:27 PM
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General
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Re: Starfleet Battles Mod (SFB Mod)
I have the SfB manuals at home. Blue and red one...
If anyone needs info from them let me know.
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He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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