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  #1  
Old October 2nd, 2007, 12:10 PM

oli_chose123 oli_chose123 is offline
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Default Re: Captain Kwok\'s Space Empires Nova

I'd like to see a whole lot of different weapons. MAybe to get a sci-fi feel. For exemple, you would have Ion beams and laser beams witch would be nearly the same(maybe with some difference in term of range and damage) but with different colors. Now different races would have different weapon types. Have 10-20 different weapons types and maybe a way for the AI to randomly choose its weapon tech tree.
(No more green beam fest in large fleet battles)

You could also have different technologies that are nearly the same but cost different ammout of resources. For exemple, Neutron beams use Radioactives to be built, Ion beams use Minerals and Plasma use organics. They would all have the same damage stats but an empire could have different weapons depending of their economy.
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  #2  
Old February 1st, 2008, 11:07 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Captain Kwok\'s Space Empires Nova

Greetings!

I've added a preliminary list of components and weapons in the Nova mod. Check out it here in the previews section:
http://www.captainkwok.net/novamod.php

I'm actually inputting components in, so progress is finally being made. I've had a lot of the items planned out for some time, but Balance Mod business has absorbed most of the time I've had for Space Empiring in the last few months.
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  #3  
Old February 29th, 2008, 03:58 AM
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Captain Kwok Captain Kwok is offline
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Default Re: Captain Kwok\'s Space Empires Nova

I've updated the Nova component and weapon lists:
http://www.captainkwok.net/novamod-components.php
http://www.captainkwok.net/novamod-weapons.php

I haven't added in all the weapons yet - still working on troop and fighter weapons along with warheads and a couple of other weapon groups. The components list is a bit more complete.
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  #4  
Old February 29th, 2008, 04:25 AM

AstralWanderer AstralWanderer is offline
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Default Re: Captain Kwok\'s Space Empires Nova

One specific suggestion...

Ditch the solar sail (to be plausible, the movement gain needs to be related to the strength and direction of solar wind in a system) and instead consider an "Engine Overdrive" component. This would work by increasing the capacity of existing engines so providing extra movement but at the cost of engine damage (alternatively, give them higher supply consumption to simulate the extra resources needed to keep engines working).

This would provide the option of greater speed but with the downside of needing regular repairs (and the possibility of being caught flat-footed during this time).

This would then create a need for Hardened Engine Systems (Hardened Ion Engine, etc) containing more structure allowing them to be overdriven longer.
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  #5  
Old February 29th, 2008, 08:09 AM
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Default Re: Captain Kwok\'s Space Empires Nova

Quote:
AstralWanderer said: consider an "Engine Overdrive" component. This would work by increasing the capacity of existing engines so providing extra movement but at the cost of engine damage (alternatively, give them higher supply consumption to simulate the extra resources needed to keep engines working).

This would provide the option of greater speed but with the downside of needing regular repairs (and the possibility of being caught flat-footed during this time).
How would this be different from stock Emergency Propulsion?
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  #6  
Old February 29th, 2008, 09:04 AM

AstralWanderer AstralWanderer is offline
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Default Re: Captain Kwok\'s Space Empires Nova

Emergency Propulsion gives a once-off bonus and has no negative effects (aside from the space it uses).
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  #7  
Old February 29th, 2008, 01:15 PM

Sardia Sardia is offline
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Default Re: Captain Kwok\'s Space Empires Nova

Couldn't you put an emergency propulsion onto a repair ship and get extra movement for little cost?
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