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				January 20th, 2005, 05:32 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Carrier Battles Mod 
 Wha? I thought you never posted it... |  
	
		
	
	
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				January 20th, 2005, 05:41 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Carrier Battles Mod 
 I posted the mod.  It was posted for a good three weeks before I wrote it off.
 Too many mods. I am not surprised that no one was interested in it.  It was only a beta.  I might still have a copy if around.
 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				January 20th, 2005, 05:42 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Carrier Battles Mod 
 SJ if you pull this off, can I use it in the New Age Mod? (Formerly the Conquest mod.) If I choose to revive it.  
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				January 20th, 2005, 10:27 AM
			
			
			
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 Corporal |  | 
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				 Re: Carrier Battles Mod 
 Id like to play a mod like that. Keep the capital ship weapons the same just none of them can lock onto the fast agile fighters! Maybe slow down Cap ships even more in the combat map so if you want to be sure to take out an enemy fleet youd have to use the fighters to do so....man i love this game! 
				__________________i came i saw.....i forgot where i put my sandwich
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				January 20th, 2005, 11:38 AM
			
			
			
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 Lieutenant Colonel |  | 
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				 Re: Carrier Battles Mod 
 This sounds good - I have one question so far: would the QNP for it result in very fast fighters and slow capital/carrier ships? |  
	
		
	
	
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				January 20th, 2005, 01:09 PM
			
			
			
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				 Re: Carrier Battles Mod 
 Atrocities:Sure.  I'm getting a lot of stuff from my other mods already, and my regular policy holds here too.
 
 Emperor/Alarikf:
 I'm thinking fast fighters in combat, with little to no strategic move.  Perhaps one speed outside of combat at best.
 Ships can be fairly slow all around, but they'll actually have decent strategic move.
 
 Combat move is always at least (strategic move)/2, so the carriers can't be made superslow in combat.  It'll have to be a relative thing, with carriers running 2 or 3 in combat and 4-6 outside, while fighters go 0-1 outside and 4-6 in combat.
 
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				January 20th, 2005, 01:20 PM
			
			
			
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 Lieutenant Colonel |  | 
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				 Re: Carrier Battles Mod 
 I think it would be cool to see CVs going 3-6, but fighters going 10-20 - that would be more akin to the dynamic we see today, wherein fighters are so powerful in part because they operate in an entirely different medium, and are, compared to naval vessels, exponentially faster...meaning they can zoom up, unload ordnance, zoom back, reload and do it again...
 fun!
 
 But, just my two cents, of course...
 
 Thanks,
 
 
 Alarik
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				January 20th, 2005, 01:43 PM
			
			
			
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				 Re: Carrier Battles Mod 
 But the combat map is only 50 squares wide, and in practice there is no reloading except between combats.  The scale has to be kept down to match that.
 Anti-ship fighter missiles will probably be the only single-shot fighter weapon, with guns firing rapidly and anti-fighter missiles going every few turns to allow the previous shot to hit and new targets to be chosen.
 
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				January 20th, 2005, 02:25 PM
			
			
			
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 General |  | 
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				 Re: Carrier Battles Mod 
 More varied missiles? Have you considered turning missiles into drones? I've been working on a mod I call the "RC Mod" (RC is for Radio Control, as in RC cars, RC airplanes, etc.) in which all the missiles are removed and a ton of new, smaller drone hulls and warheads take their place... just never got around to filling in all the rest of the wonky damage type warheads and removing the seeker launchers  
				__________________The Ed draws near! What dost thou deaux?
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