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  #271  
Old July 31st, 2003, 09:17 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by openair:
I would like to point out the uselessness of some of the weapons in the this mod...
Good, the feed back will help make them not so useless.

Quote:
Originally posted by openair:

the Nova Torpedo compared to the quatum torp, which all come at the same levels, is 100% useless, half fire rate, exactly half damage, for a double damage to shields... the double is canceled by the half damage, and then the half fire rate on top of that......
Good point, I shall look into it. All most all weapons were concept only, and not game tested. Kwok had a lot on his plate and I think for the most part he did very well. We just have to work the bugs out of them now.

Quote:
Originally posted by openair:

thats just one example, ill post more later...
Please do.

Quote:
Originally posted by openair:

PS: only 8472 having phased shields?
Other races may have phased shields by another name.
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  #272  
Old July 31st, 2003, 09:32 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Captain Kwok:
Other things:

Impulse engine in my original concept was a 10kT comp that added extra combat movement as tech level increased. There is no point in giving this comp any map movement, since the whole FTL concept doesn't work out in SE4.
What is wrong with the current system? It was easier to set it up the way. A revamp now could be done, but if it ain't broken, I do not understand the need to fix it, unless it is broken?

Quote:
Originally posted by Captain Kwok:

Shield Generators were also 20kT, in part to make them more viable on the smaller ship designs to help balance combat between small and large ships.
I must have missed this, but given the all that had to be done to get the mod out, it is understandable. One more thing to fix.

Quote:
Originally posted by Captain Kwok:

I don't understand the switch to make Dominion PPBs skip armor? I never saw this on the show and plus doesn't the mod use leaky armor anyways? There wouldn't be much difference at all...?
Variety and such.

Quote:
Originally posted by Captain Kwok:

Just some points, I intend to take a closer look at the mod later on this week and will make more suggestions.
I would welcome suggestions, help, support, money, toys, etc.

Quote:
Originally posted by Captain Kwok:
Did you use the "Extra Movement Generation" ability for the movement bonus for Captain components. I believe this works fine and does not interfere with engine requirements etc.
I did use the Extra Movement Generation ability. The component simply did not work, and I could not figure it out.

Also in order to limit the captains to ONE per ship they must all be in the same family. Problem, when you choose ONLY LATEST, only the Frieghter Captian will show up.

So I tend to agree with CNC, and think that the best option is to ditch all but ONE Captain type with a tech level of I - V or something.
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  #273  
Old July 31st, 2003, 06:41 PM
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Default Re: STM "Final v1.7.5" Discussion

I wasn't suggesting changing the propulsion system, just injecting a comment to someone else's post re: the current impulse component.

SJ gave me a good reason for using the skip armor option on the PPB as it wouldn't trigger the crystalline ability of the shields!

For Captains, if you place components between them, then all Captains of the same family will be visible even when show latest is selected.
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  #274  
Old July 31st, 2003, 07:09 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
SJ gave me a good reason for using the skip armor option on the PPB as it wouldn't trigger the crystalline ability of the shields!
Really? That is weird, but awesome! I guess Crystalline weapons are still powerful in Adamant!
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  #275  
Old July 31st, 2003, 10:58 PM
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Default Re: STM "Final v1.7.5" Discussion

Thanks Captain. I will swap components around to see what happens.
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  #276  
Old July 31st, 2003, 11:03 PM

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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Atrocities:
Other races may have phased shields by another name.
Sorry? i dont see any... the only compent with "Phased Shield Generation" is the bioelectric field...
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  #277  
Old July 31st, 2003, 11:17 PM
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Default Re: STM "Final v1.7.5" Discussion

Thanks OpenAir. What other races do you think should have this ability?

And what do you think about increasing the range of the Nova Burst and reducing its reload time? Say double the range?
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  #278  
Old July 31st, 2003, 11:18 PM

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Default Re: STM "Final v1.7.5" Discussion

personally... all of them...

theres a saying one of the Groups in the Armada comunity made popular, least with me... "balance over realism, repeat ten times"

and the nova burst.... quad damage to shields would be a good start... and maybe increase the reload rate on the quatum torp to make it the same as the nova burst, and the rest of the torps... would also help balanced the overpowered quantum...

PS Question: does "skips shields and armor" skip phased shields? like a "skips all shields"? or just "skips normal shields"?

[ July 31, 2003, 23:22: Message edited by: openair ]
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  #279  
Old August 1st, 2003, 01:40 AM
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Default Re: STM "Final v1.7.5" Discussion

It skips all shields...
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  #280  
Old August 1st, 2003, 02:02 AM

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Default Re: STM "Final v1.7.5" Discussion

A few ideas for the Borg

Take out the need for life support and crew quarters, and have a borg control nexus that would act as a bridge and give a joint combat exp. bonus

Also IMO as the borg are a collective, give them their own research facilities that way they will research quicker (and possibly make a very strong opponent, well heres wishing anyway)

Also, should the borg have captains?
And maybe (dunno if this is already done) have their boarding parties double the strength of other races, that way the assilimation affect would kinda work

IMO Borg should also start wit an inf supply source, that way they will definitly be a huge threat, after all, all borg ships can substain themselves

Now as Im always Federation I would love to see the Borg made as the strongest race as IMO they are the strongest of all the ST races. This way if I happen to border next to Borg terriorty then I must have defenses or I would be doomed. I say this cos Im currently in game early on (Game Date 2416.4), got two races on my borders with whom Im at war with, and they have nvr attacked me, hell Ive only ever seen one Light Cruiser from one of them which my explorer class starship made mince pie of(anyone want a piece?), and I have it on highest diff. lol

And finally on the ideas for the borg
Change the ships classes, something I didnt like bout all the other ST mods was the fact of all the bloody cubes being used, the Borg have only 3 types of Cubes, Normal Cube, Tactical Cube and a Fusion Cube(In order of size, smallest to Bigest), oh and If I remember correctly from a ST game, the colony ship is actually pyramid shaped.
If you want I can give you all of the Borg class vessels, and I should be able to get hold of some pics

And something I've just came to realize, I have just switched to Borg in my game to see how they are doing, well needless to say, they havent even designed any ships let alone built any

Now other then borg ideas
Have most of the general weapons for general races only and not for all (confusing when u have ur races weapons and general weapons at the same time)

As for the engines idea I posted earlier I think it should be left for now as it does work.

If you need any help (or maybe a new member to the team *hint hint* ) then just ask and I will gladly accept

Well that my 2 cents for now, holla at yer later
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