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August 9th, 2003, 05:44 AM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
I'd like to see a MOO2-mod too. Specifically, in MOO2, ships were tough, took a long time to build and were powerful. In SE4, ships are disposable and a dime a dozen. I'd like to see a MOO2 mod that reflects this.
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August 9th, 2003, 05:54 AM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
ed you and i should finsih the t-g-m mod
as i have moo2 , IG2 , and stars in there.
All of it... And We seem to think on the same wave lenght 
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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August 9th, 2003, 07:30 AM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
Quote:
Originally posted by deccan:
I'd like to see a MOO2-mod too. Specifically, in MOO2, ships were tough, took a long time to build and were powerful. In SE4, ships are disposable and a dime a dozen. I'd like to see a MOO2 mod that reflects this.
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Double or triple armor and shield strengths, halve weapon damage, and triple all component and ship costs. That would go a long way to making ships less disposable and tougher. 
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August 9th, 2003, 12:20 PM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
Quote:
Originally posted by Imperator Fyron:
Double or triple armor and shield strengths, halve weapon damage, and triple all component and ship costs. That would go a long way to making ships less disposable and tougher.
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Gotta make shield regenerators much, much more powerful too.
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August 9th, 2003, 04:08 PM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
best to change to topic to m003 flop. IG3/GA cancelled, Stars gone supernova
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Hey GUTB where did you go...???
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August 9th, 2003, 04:39 PM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
The real problem is that it's so *^$^&$ easy to concentrate fire in the 'I Go, You Go' combat system. Every single ship you've got can fire on ONE enemy ship without concern for its own tactical situation. Meaning that as soon as you have 5 or more ships of roughly equivalent technology on a side it's 'poof' time.
Real time combat, or at least 'impulse' combat, with very finely divided turns allowing more distributed opportunities to fire on both sides, is the best solution to this problem. Inceasing armor and shield strength will help some but is not a complete solution.
[ August 09, 2003, 15:40: Message edited by: Baron Munchausen ]
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August 9th, 2003, 10:51 PM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
Quote:
Originally posted by tesco samoa:
ed you and i should finsih the t-g-m mod
as i have moo2 , IG2 , and stars in there.
All of it... And We seem to think on the same wave lenght
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TGM mod? what was that, I forgot? 
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August 9th, 2003, 11:23 PM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
Quote:
Originally posted by deccan:
quote: Originally posted by Imperator Fyron:
Double or triple armor and shield strengths, halve weapon damage, and triple all component and ship costs. That would go a long way to making ships less disposable and tougher.
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Gotta make shield regenerators much, much more powerful too. It will take 4 times as many shots to destroy a ship (at least). This means you have more rounds for the shields to regenerate. Of course, doubling their regen rates would be good too. 
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August 10th, 2003, 01:12 AM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
Quote:
It will take 4 times as many shots to destroy a ship (at least). This means you have more rounds for the shields to regenerate. Of course, doubling their regen rates would be good too.
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And as a consquence combat will have to be adjusted to 120 rounds max vs 30 for any meaningful result. And then there is an issue with supply usage per shot and for movement. Essentially you'll end up with longer combat sequences that will end essentially the same way.
Yes ships are disposable, but I think it is a result of how other gameplay factors are balanced. You cannot change one factor without affecting the others.
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August 10th, 2003, 01:29 AM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
No, combat should definitely not be increased to 120 rounds... that completely defeats the entire point of slowing it down...
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