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View Poll Results: Star Wars Mod
Absolutely 15 50.00%
Hell No 6 20.00%
Sure, but your wasting your time 1 3.33%
Whatever 8 26.67%
Voters: 30. You may not vote on this poll

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  #1  
Old September 15th, 2006, 09:04 PM
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Default Re: Gaging the Need

Its hard to explain my perspective or take on the concept for the mod. It seems that whenever a new concept comes along a lot of detail must go into the explaining of it inorder to obtain a clear understanding of the overall design aspect of the mod. While I know what it is I want to try and accomplish with this mod, it is indeed difficult for me to adiquitely describe it to hardened SE IV fans who have their own perspective on how and why things should be the way they should be.

All I can do is try to make the mod, and then go from there. While cetain aspects of a ships hull will be hard coded, ie the amount of fighters and drop troops ability, other aspects such as weapon load outs, mounts sizes, numbers of engines, support components, and such will be up to the player. While the ships will have hyperdrive capable engines, or a fair approximation of it, they will also have to have main and secondary engines.

I wanted to keep the larger ships combat movements limited in order to promote the use of fighters however this cannot be successfully done as there is a hard coded basic combat movement per engines built into the game. (look to other post at SE.net for more info - will get link later.)

As too fighters, I want to limit thier max engines, and weapons for the most part. Support componens such as shields, armor, combat support, and the like would be up to the player to add to each design.

I intend to have two or three engines classes, short range, medium range, and long range engines.

I hope this helps to clear up some things.
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  #2  
Old September 16th, 2006, 12:31 AM
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Default Re: Gaging the Need

Sounds good to me. Keep the SW classes, just make them modifiable to a reasonable extent.
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  #3  
Old September 16th, 2006, 01:52 AM
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Default Re: Gaging the Need

(Now that the demo is out, you can see the following for yourself)

There shouldn't be any problem making capital ships absurdly slow in combat but fast in strategic move in SE5, since there is what amounts to a "Combat speed per movement point" value in the vehiclesizes.txt

The restrictions in the same file will also let your force the number of whatever components, if not their location.
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  #4  
Old September 16th, 2006, 03:05 PM
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Default Re: Gaging the Need

It's a Star Wars mod.If you change the ships/fighters then you now go on the alternate galaxy theory!
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  #5  
Old September 16th, 2006, 03:11 PM
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Default Re: Gaging the Need

The real question is whether it you want the mod to be loose and use the physics of the SW universe... or if you want the mod to try to force a lot of story details.

There's a good quote about gripping too tightly in SW
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