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  #31  
Old September 25th, 2001, 01:47 AM

Phoenix-D Phoenix-D is offline
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Default Re: New tech mod plan

quote:
Originally posted by jimbob:
[b]While I have yet to *try* your mod, it sounds great to me, and I look forward to putting it on my machine at home.
Wait til beta 5, at least Big changes.

quote:
Just wondering if you'd like some more ideas on new technologies. If so, please read on, if not... well I'll never know if you read this will I [quote]

1) Reflective Shields
- reflect incoming 'beam weapon' damage back at the attacker. Sort of ablative armor with some punch.
- excess incoming damage is then applied to the defenders' normal shields, armor, etc.
- It seems a good idea to limit the power of these shields a little.. only 50% of the energy is reflected back? a lower to-hit chance? Make the component expensive? 1 weapon blocked/reflective shield generator?
Can't be done currently. Aaron (i.e. Malfador, the SE4 coder) would need to hard code this sort of thing in.
quote:
* General Tech Tree? Crystal Tech Tree?

2) Reciprocal Capacitors
- component holds a certain level of energy in specialized capacitors (200 - 300 pts)
- when an attacker's (direct fire) weapon successfully hits the defender, the capacitors energy travels back down the attacker's beam to do reciprocal damage.
- chance to hit should be 100% regardless of any/all modifiers because the capacitor is using the incoming shot as a tracer... sort of like lightning from the sky following the tracer from the ground.
- firing rate could be dependent upon the number of engines on board (ie fire rate = 30/# of engines) This would encourage the use of smaller ships like the cruiser which can carry more engines than the mega ships like the dreadnought.
* General Tech Tree? Energy Manipulation Tech Tree?
See above

quote:
3) Chlorophyll Shields
- a shielding that converts a certain amount of (beam) damage into extra combat movement and/or supplies. Excess damage is then applied to normal shields, etc.
* Biological Manipulation Tech Tree
Ditto..

quote:
4) Spore Pods
- crew safety pods. Crew held in suspended animation in spore pods when their ship explodes in combat.
- The crew gains experience from their ordeal.
- When the crew is rescued, their experience points are shared between the remaining ships due to their re-assignment.
- due to their very small size, the spores cannot be shot by enemies? Only destroyed by pt.def. weapons? Act as mines/satelites - that is, they stay in space until rescued or destroyed.
* Bio Tech Tree. There could be Crystal or Temporal equivalents
Can't be done.


Anyone can feel free to run with these ideas, modify or change 'em. Don't bother crediting me, that's not necessary.

If I could, I would. Can't be done unfortuately. That would take something more on the order of a Half-Life mod, not just the editing of text files SE4 has. You can do a lot, but you've got set boundries that can only be stretched a bit.

Phoenix-D

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  #32  
Old September 26th, 2001, 09:49 PM
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jimbob jimbob is offline
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Default Re: New tech mod plan

Suicide,

No idea as to how to implement any of these ideas. I'm just a humble private, first-class


Pheonix,

Errr... yeah, that sucks. Well some good ideas for a future Version I suppose. Thanks for your input, probably save me a lot of effort trying to make these mods.
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  #33  
Old October 17th, 2001, 04:57 AM

Phoenix-D Phoenix-D is offline
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Default Re: New tech mod plan

Here's TechMod beta 5.. sorta.

I ran into a roadblock of sorts getting the AI to deal with all the changes I made. Now, with the patch coming, I don't want to go in and make changes I'll just have to revise later.

So. No AI in this Version, but it's otherwise all there. If you want playablity, stick with the Last Version. If you want a preview of what's coming, check this out.

Still shopping around for ideas, too. I'm thinking about tweaking the racial tech trees, since the stuff I've added has done weird things to some of them, and adding a normal-tree armor-piercing weapon. I need to look at the PPB again too.

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