
July 17th, 2001, 11:49 PM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
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Re: Basic tech mod?
All right, due to overwhelming demand, I'll start.  Okay, I've started. How about a little input before I make too many arbitrary opinions?
- AI--What would be the best approach to this, especially since all racial techs are gone? Should there be separate design/construction/research files for each ship, or should all races use the same set?
- Intel--Should this be disabled? It is buggy, and I'm not sure if all of the ops fit into the low-tech theme. (Taking over a computer-run ship 15 systems away?)
- Cloaking/Stealth armor--Someone had mentioned different levels of cloaking for stealth armor, along with different levels for mines, making some mines detectable. Opinions?
- System-wide facilities--Are facs that boost production/research/happiness/etc across an entire system feasible?
- Scale/Balance--Would you like to see an all out slug-fest with massive ships, or should components/weapons/supplies be expensive, allowing for fewer ships/smaller fleets/shorter range. Along with this, should base maintenance be lower/higher/unchanged?
- Ship size/ship yards--Is it possible to build ships of the sizes currently in SEIV? Should ships even be able to be built in space? I plan on increasing the size of ship SYs anyway to make them only available on the larger ships and bases, or maybe just on bases. Would more in-between sizes be good (i.e., courier/corvette, more fighters, etc, with different max engines/requirements)?[/list]
I'm sure I'll come up with more, but this will do for now. Looking forward to what comes out!
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"The Unpronounceable" Krsqk
[This message has been edited by Krsqk (edited 17 July 2001).]
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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