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Old May 31st, 2002, 05:16 PM
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Captain Kwok Captain Kwok is offline
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Default Re: *** Star Trek Mod Discussion ***

SJ - Ok. That's right - I don't know what I was thinking about the combat bonus not stacking. That solves one problem.

If we give the bonus move points to the reactor than it will make it vulnerable to engine-destroying weapons too right? So maybe we'll do that. Also, I don't want the reactor to generate supplies - so that means you'll have to refuel every so often (aka replacing your dilithium crystal etc). Ramscoops will replace solar panels and generate only a small amount of supplies - so that the ship still has a net loss of supplies per turn.

How about making Anti-Matter Pods (good thinking!) for emergency supplies instead of supply storage?

I've had a little trouble understanding how the exploding panels work - perhaps you can provide me with a sample component so I can see it in action?

And another armor point - ablative armor is not five times stronger than shields...it's tought but not that tough. If we make it too strong than everyone will use it for protection (even if it does take effort to repair) instead of shields + armor and aside from that silly "Endgame" batman armor VOY episode - Federation ships just don't do that. It should be equal in strength to make shields.

How much armor would you put on a ship in kT? I usually have 20-80kT depending on the ship. Maybe make most armor 4-5kT in size? That means about 5-20 components per ship which is more than enough to get that wounded feeling.

In regards to the no-true carriers etc - what do you think? Make sense?

Atrocities - name files would be greatly appreciated!
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