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September 28th, 2005, 03:46 AM
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Corporal
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Join Date: Feb 2004
Location: Ohio
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Re: Star Blazers Mod
Sory SJ, you did mentioned. I did fixed it in my computer a few hours after it was released on that Friday, but by then it was too late, since it was already uploaded on the server. It was an easy fix.
Actually, the components (all the components) not increasing with tech level is intentional. The whole story on StarBlazers takes place on a single year (to Iscandar and back to Earth). By the time "Campaign 1" ends its been only 50 days, 315 days still to go. They do have the latest high tech Earth had to offer, at the time of departure. Therefore I did not want any tech leveling up unless is the dooing of Sandor, the science genius of the Yamato. Still the expeience points are handy for the rate of damage repair on the ship (or personal skill), and that can reflect the crew getting better at their job, as they travel to Iscandar.
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September 28th, 2005, 08:05 AM
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Colonel
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Re: Star Blazers Mod
Quote:
Campeador said:
Actually, the components (all the components) not increasing with tech level is intentional. The whole story on StarBlazers takes place on a single year (to Iscandar and back to Earth). By the time "Campaign 1" ends its been only 50 days, 315 days still to go. They do have the latest high tech Earth had to offer, at the time of departure. Therefore I did not want any tech leveling up unless is the dooing of Sandor, the science genius of the Yamato.
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I and probably SJ as well agree with you, that it is a good idea to make no technological progress during this campaign. However SJ said that shields, sensors, ecm still do get better during the game.
Because the weapons remain constant this makes a shift in the game balance, which was probably not intentional.
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September 28th, 2005, 04:58 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Star Blazers Mod
Would it be possible to swap the hitpoints on shields and armor?
I don't know about the physics of the starblazers universe, but from the story in-game, it sounds like you are supposed to be taking damage in these combats.
As it is now, armor is extremely weak, and shields are very strong.
ISTM that the reverse should be true:
Shields : weak, but regenerate over time
Armor : strong, but only repairable at spacedocks.
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September 29th, 2005, 12:28 PM
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Corporal
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Join Date: Feb 2004
Location: Ohio
Posts: 126
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Re: Star Blazers Mod
SJ can you make a new link for me on the Mod/campaign section as before? I posted the new update called StarBlazers-Campaign1_v1.1.rar (6.3MB). I deleted some of my previous posts that became obsolete.
The update will reflect bug fixes, and a few minor changes as I mentioned before. I did also beefed up a little the base at Pluto since it was a tad too easy (I added more armor to it).
There are shields on StarBlazers universe. In one of the episodes (they actually show it once) you could see a transparent shield bubble covering the bridge and part of the cannon bateries on the Yamato. Since the Earth forcess copy most of the technology from the most advanced Gamilons, it is logic to assume to the Gamilon ships also have shields.
The crew of the Yamato was continuously reparing the Yamato every chance they get. Even while traveling through the sectors (but not during space warp). This reflects nicely on the game since you can fully repair the damage every time you dock. During combat the regeneration is slow enough not to make a real difference unless there is a good amount of time to rest (At Pluto, after taking a pounding they try to hide behind a moon to make repairs, but the Reflex gun hit them there with the help of the satellites. They even went to the other side of planet Pluto to make repairs and they got hit again. They even went on water, there is the Pluto Sea, really!, to make repairs and still the Gamilons keept hitting them). They went under water to escape the Reflex gun and make repairs and they were attack by Gamilon submarines. Pluto was a real pain. (There may not always be spacedocks to make repairs, will see how it works on the second part.)
Thanks one more time for pointing out corrections and ideas. Have fun!
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September 29th, 2005, 05:36 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Star Blazers Mod
Oh, I'm not saying that the shields should be eliminated.
Just that you should consider swapping the strength of shields and armor.
That way the shields help by blocking part of the damage as they recharge, but you are sure to take some armor damage in combat. Something with a little more tangibility than numbers on the shield bar. Busted stuff that you have to peel off the ship in spacedock and replace with new plates.
Gritty repair work, you know?
PS:
Teach a man to fish they say - All you need to do is right-click the attachment link, and copy the address.
Then paste that address into a post over here.
[ url=<destination address>] Acutal Link Text [/url]
Click Me
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September 30th, 2005, 10:26 AM
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Corporal
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Join Date: Feb 2004
Location: Ohio
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Re: Star Blazers Mod
SJ, thanks for showing me how to do the link, that was real easy.
About the armor/shield thing, point taken. Maybe I do someting about it later. By the way I do get alot of damage on my ship, sometimes my ship survive will all the systems in red, if it does not explode first(not every player is a top gun, at least not me). Anyway the first part was supposed to be easy for the Yamato, except maybe the last two missions, but it is going to get alot harder as they go into Gamilon territory.
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September 30th, 2005, 03:17 PM
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Colonel
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Re: Star Blazers Mod
I look forward to see the next campaign!
The reflex cannon really got me. I was blown to pieces before I realized what was happening. To be killed by one tiny satellite was really unexpected.
Then when I learned how to kill them I thought to be very smart and picked up a reflex cannon from the debris that was floating in space. Just to learn that they could only be used in sats and bases!
Good work!
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