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  #31  
Old October 26th, 2003, 04:11 PM

Andr�s Andrés is offline
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Default Re: Abilities for objects in SE5!

Quote:
Either a weapon that drains supplies, or damages shields only and drains supplies
You should be able to mod the damage type in ways like this. If necessary in a mod, you should be able to make a weapon that skips shields with low phasing level, does 123% damage to higher phased shields, something similar with armor, drains supplies and destroys talismans.

[quote]Reflective shields - Component Ability - shields that have a % chance to reflect any energy attack for no damage. Maybe a small chance to reflect the attack back on the shooter.[quote]
Not all lost shots should be harmless, there should be a chance of hitting an unintended target friendly or enemy.

Warp time
Maybe a distance in sectors instead or in addition to a fixed time.
Another problem would be how do you access a ship that is in within a wormhole/hyperspace. Can you change course or give orders
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  #32  
Old October 27th, 2003, 07:01 PM

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Default Re: Abilities for objects in SE5!

Quote:
Originally posted by Andres:
... you should be able to make a weapon that skips shields with low phasing level, does 123% damage to higher phased shields, something similar with armor, drains supplies and destroys talismans.
Great point. I'll just rephrase it here:

Multiple Weapon Damage Types - Component Attribute - weapons should be able to have multiple damage types, such as Skips Shields AND Double Damage to Armor.

Variable Damage to Shields - Weapon Damage Type - Rather than using "Quad Damage to Shields" just assign a percent value here that the damage will by multiplied by. Should be an entry for all shield types (ie, Phased, non-phased, all shields, etc)

Variable Damage to Armor - as above, but with armor.

Variable Damage to Internals - as above, but with internals (ie, non-armor) components

and in the same vein:

Randomized Damage - Weapon Damage Type - rather that have damage be a set amount, give it a range. Whatever value is assigned here sets the range. For example, if you had a weapon that did 50 pts damage, and it had a Random Damage value of 10, actual damage would be between 40 and 60 (ie, 50 +/- 10)
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  #33  
Old October 27th, 2003, 10:54 PM
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Default Re: Abilities for objects in SE5!

Critical hit - % chance to multiply damage by a %. could make sniper weapons that are useless unless you get a critical hit.

Quote:
Tracking sensors - Component Ability - a ship's Offense (chance to hit) goes up by x% per combat round.
and something that lowers it. could attach secod ability to engines.
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  #34  
Old October 28th, 2003, 07:24 AM
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Default Re: Abilities for objects in SE5!

Stellar manipulation components that can change any type of system into any other type of system. So we can turn comet, stellar core fragment, organic infestations, etc into normal systems and back and forth in any desired combination. Also, we need some sort of component to create planets when there are no asteroid fields, so that we can fully reverse the process when a system is destroyed and turned into a system type that doesn't have planets or asteroids.
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  #35  
Old October 28th, 2003, 07:25 AM
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Default Re: Abilities for objects in SE5!

would have to be very expensive or people would be making planets left and right.
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  #36  
Old October 28th, 2003, 04:35 PM

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Default Re: Abilities for objects in SE5!

I'd like to see components that consumed cargo every time they were used. For example:

Shipborne construction yards which turn a type of Cargo (call them 'Crated' Fighters) into workable fighters. So you build crated fighters en-masse at your homeworlds, then ship them out to the front for assembly (obviously crated fighters take less cargo space per unit).

Engines that consume 'Fuel' cargo. Weapons (i.e. missiles) that consume 'Ammo' cargo. Resupplying a ship can be done at a resupply base, or by having it link up with a 'fuel tender'/'ammo collier', and transferring the cargo.

Can this be done already? I think it can't, but I'm still impressed with what people mod.
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  #37  
Old October 28th, 2003, 06:28 PM
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Default Re: Abilities for objects in SE5!

ther's a person named Batman on the forum?

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  #38  
Old October 28th, 2003, 06:36 PM
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Default Re: Abilities for objects in SE5!

Stackable Shipyards, ie, if I want to build a base on a wormhole I could have 4 shipyard ships combine themselves to get it done faster (or even if a portion of each shipyard could be added to the whole project....).
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  #39  
Old October 28th, 2003, 09:48 PM

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Default Re: Abilities for objects in SE5!

Quote:
I'd like to see components that consumed cargo every time they were used. For example:

Shipborne construction yards which turn a type of Cargo (call them 'Crated' Fighters) into workable fighters. So you build crated fighters en-masse at your homeworlds, then ship them out to the front for assembly (obviously crated fighters take less cargo space per unit).

Engines that consume 'Fuel' cargo. Weapons (i.e. missiles) that consume 'Ammo' cargo. Resupplying a ship can be done at a resupply base, or by having it link up with a 'fuel tender'/'ammo collier', and transferring the cargo.

Can this be done already? I think it can't, but I'm still impressed with what people mod.
Then what we need are several types of supplies (moddable so you may add as needed).
Here you have some examples.

1-Fuel: used by engines and reactors
2-Energy: used by most ship systems and energy weapons
3-Spare parts/raw materials: used by repair bays and shipyards.
4-Ammo: used by balistic weapons and seekers, maybe an specific type for most weapons (thoug there may be a few that share the same type of ammo)
5-Foodstuff and consumables: used by the crew and population on a ship

Some components allow to convert supplies between specific types: e.g. reactors fuel > energy
And there may be specific componets to hold each (tanks, batteries, etc.)

All types of supplies can be transfered between ships as cargo.

A quantum reactor may still generate limitless energy but you will still run out of some types of supplies and will need to resupply or have them ferried.

I like the idea that manteinance cost (at least most of it) is actually the cost of the supplies the ships consume.

There are specialized factories building each type, but you don't need to micro-manage all distribution, like in resource extraction all you need is a space port. Then all you need to do is take your ship to a resupply depot and as long as you have enough in your empire stockpiles, your ship will be resupplied.


Quote:
Stackable Shipyards, ie, if I want to build a base on a wormhole I could have 4 shipyard ships combine themselves to get it done faster (or even if a portion of each shipyard could be added to the whole project....).
I actually want SE3-like construct/repair queues, and my good old multiple SY bases with multiple queues.
But it would be interesting to be able to build large ship/bases in a similar way to ring/sphere worlds: multiple yards making parts that are then assembled into the finished ship.


PDC I don't like PDC not able to shoot at ships. I understand weapons that can't shoot at fighters, or at least that have no chance of hitting them, but what about weapons that can shoot fighters but not capital ships.
What we need is a better scaling of weapon damage, PDC can shoot anything, but it only does significant damage to something small and fragile like a fighter or a missile. And its neglectable for large ships.
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