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  #1  
Old January 30th, 2002, 04:45 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I was actually having similar problems with the ElectroMag weapons in the B5 Mod, I wound up making some Shield Only, some Engine Only and some mess the ROF delay.

I like SJ's idea about the "Only Security Stations", though it might be better to make it the "Only Engines" (since one of the things the Ion cannons did was disable the ship without damage) and add that to components that should be effected - thereby translated "Only Engines" to "Only ElectoMag/Ion". This way you can add the ion effect to the game without taking away from the boarding parties
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Old January 30th, 2002, 07:32 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Problem is that IIRC only engine damage type bypasses shields.
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Old January 30th, 2002, 07:40 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Plus, you can't add propulsion ability to components that you want the ion cannon to disable without having them count towards your engine limit or push the ship around.
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Old January 30th, 2002, 08:15 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Aha, hafta think before I speak...

[ 30 January 2002: Message edited by: Val ]

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Old January 31st, 2002, 07:43 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Please remind me what’s the difference (if any) between having all your life support, crew quarters or the bridge destroyed. Both during combat an after it finishes.
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Old January 31st, 2002, 04:37 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Losing bridge (& aux bridge) in combat: lose half your movement.
Lacking bridge outside combat: lose half movement.
Losing crew quartes: lose half movement.
Losing lifes support: lost 75% of your movement.

These are all multiplicative, so losing bridge and crew quarters has the same effect as losing lifesupport.

If a ship has lost all three, 32 movement points get reduced to 2 MP. (anything less than 32 leaves 1MP)
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Old February 1st, 2002, 01:25 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

How does this sound,
Ion Beams can damage:
*Life Support
*Bridge
*Aux. Bridge
*Shield Regenerators (or shield generators that include regeneration ability)
*Point Defense Cannons
(Different races and Groups may have their own Versions of these comps, and all of them will have to include the boarding defense ability (unless they are specifically invulnerable to ions, eg living ships). Not sure if hide it or make it look like an advantage.)

The "disabled" target will be dramatically slowed down and unable to raise shields or shoot down fighters.
Then a slow and vulnerable assault shuttle (fighter) can safely aproach and board it.
The target woud still be able to fire its main weapons, but their chance to hit a fighter are low.
Boarding parties would still have to overcome crew quarters innate defense to be succesful. (And big ships will have many crew quarters, making them harder to board)
After the battle, (boarded or not) total damage of the disabled ship would be relatively low and could be rapidly repaired.


What about making Interdictors warp point manipulation ships. Not sure if make that a comp or built-in to restrict it only to Interdictors.


BTW I've been looking at the damage types listed in the componentes.txt heading. I couldn't find any other dam type we could use, but I have an OT question. What's the difference between Increase Reload Time (Mental Flailer) and Disrupt Reload Time (Energy Dampener).

I'm working on the propulsions tree, it will be divided into Sub-Light (engines) and Hyperdrives (emergency pods) that will be researched separately.
I want ships to have 4-6 normal movs (no Movement Bonus to any engine) and then use hyperdrives to give them 5-10 emergency movs. So they have 2-3 movs in combat but when using hyperdrives can have 9-16 strategic movs. (they will compensate their low speed in combat and short range in weapons with fighters and longer range tractor beams)
I'll probably use max engines in their hulls to restrict normal speeds. I know I could decrease efficiency of engines or increase eng per move of hulls, but in known ship schematics engines are a small portion of total size.
I like the complex propulsion tree in the B5, and like how you made ships depend on reactors.
I want to make something similar in sizes and the way reactors work, but simpler in tech trees so primitive Atomic Drives and then Implosion Drives are fastly replaced with Hoersch-Kessel Ion Drives (each type with their respective reactor) that only gets slowly better in time.

This would also make starwars sub-light propulsion inferior to others propulsion. HK Ions may get cheaper (and lower manteinance) than any other engine since that's the explanation why they are the the most used engine in the galaxy even if other techs are available.

I was thinking about making Atomic Drives 1.5x price and size, Implosion Drives 2x in price and supply usage and HK Ion Drives equivalent of standard Ion Engines and get cheaper at higher levels.

To give some consistency, it would be nice if Atomic Drives were similar to B5 Fission Engines and HK Ion Drives similar to standard Ion Engines.
You see the problem, Fission Engines in the B5 mod are not only equivalents of standard Ion Engines in performance but also cheaper in price.
That's probably because in that mod Standard engines are still avaiable and they needed a reason to make them worh using, but would you be willing to change / let me change this detail?
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