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				January 20th, 2005, 03:52 AM
			
			
			
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					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
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				 Carrier Battles Mod 
 Main Idea:- Fighters and their carriers will be of key importance.
 
 Key Planned Features:
 - Ship-based PD will be limited to missiles only.
 This will drastically improve fighter survival without completely neutering PD.
 - Fighter components and hulls will be set up to encourage specialization into bombers, interceptors and space-superiority (fighter-vs-fighter) fighters.
 - Ship-to-Ship weaponry will be generally nerfed to encourage fighter use even more.
 
 Other Planned Features:
 - Semi-QNP system, including both bonus move and hull-scaled standard move.
 - Ship weapons based mostly around missiles.  Anti-ship, anti-fighter, anti-missile, mixed use, various warheads, etc.
 - Direct-fire weapons limited to range 2-4 or so.
 - Leaky shields & armor.
 - Prototyping Hull tech - Hulls above your current tech level will be available, but cost more to build the more advanced they are.  (Allows pricey super flagships)
 - GritEcon style troops (long ground combats, mix of large and small troops required for success, tough to glass planets)
 
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 Suggestions and comments welcome.
 
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				January 20th, 2005, 04:38 AM
			
			
			
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				 Re: Carrier Battles Mod 
 Interesting idea...For a total mod, might make and intersting game...different.
 Ideas:  ships weapons, could be very short ranged, and low powered, or can't affect some form of shielding, or weak versus shielding or armor, or very inaccurate at longer ranges, alot of supply usage...?
 
 I like the prototyping hull tech idea...
 
 Will all ships just be fighter transports, or will there be stuff like small (escort-frigate) torpedo boats, escort ships (destroyer-light cruiser), for Point Defense...?
 
 Are you going to use Drones, Weapons Platforms, Satellites, and Mines of any type?
 
 Kana
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				January 20th, 2005, 05:27 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Carrier Battles Mod 
 Tried this before and no one was interested.  Worked for weeks on the mod.  Posted and it was not even downloaded ONCE. Not once.  Really made me wonder why I spent so much time on it.  Good luck. 
				__________________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, 05:32 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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				 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 21st, 2005, 04:01 PM
			
			
			
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				 Re: Carrier Battles Mod 
 Just recently I was wishing for a mod like this.  Off and on people ask for a good fighter-based race, but you do need a good mod to make fighters more effective in SE4.
 This has come up before.  Consider Star Trek, with its using a "ships of the line" model, where ships line up, even though space is 3-D, and slug it out.  That's how SE4 is run.  Now, Battle Star Galactica, Star Wars, and Babylon 5 favor the fighters model -- its like watching a WWII in the Pacific movie, except in space.  And that's always more fun to watch.
 
 Some things I'd like to see:
 - Give the biggest ships a weapon they can use against each other.  Not too powerful, since armor and shields are leaky, but good range.  Give it a high cost, make it big so only one fits on a decent battleship, and give it a long reload time.  I'm envisioning something like the Incinerator Beam, but with a reload of 3 turns (or more, 5 or 6).  Let a lucky shot turn the tide for someone, or maybe it will be a big waste, you never know until you try it.
 
 - Lots of variations in point defense and fighter weapons.  You've got those in other mods -- an example is active armor, give it a range 1 weak point defence ability.  To model it blowing itself up to defect a missile.
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				January 21st, 2005, 04:22 PM
			
			
			
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				 Re: Carrier Battles Mod 
 Oh, something related to that whole WWII in space thing...
 What does everybody thing of this mount idea:
 Take your basic DUC, laser cannon, APB, etc.
 The mounts will scale it up and down without massively altering the damage/kt/turn like stock.  Some change, but not insane.
 The mounts would be named things from "9mm" to "8-inch"
 
 Giving you 9mm DU pistols and 8-inch DU cannons from the same component, with a military flavour.
 
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				January 21st, 2005, 04:58 PM
			
			
			
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				 Re: Carrier Battles Mod 
 The same component being used on a troop and a battleship, just with a different mount? That's interesting.  
So could you mount your dreadnaught with 900 9mm pistols if you wanted?  
				__________________I used to be somebody but now I am somebody else
 Who I'll be tomorrow is anybody's guess
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				January 21st, 2005, 07:19 PM
			
			
			
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 General |  | 
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				 Re: Carrier Battles Mod 
 Ooh, very realistic!    
edit: this was in response to SJ's post about the mounts
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