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October 23rd, 2003, 01:15 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Abilities for objects in SE5!
All abilities should be modular and customizable, with as little forced in the hard-code as possible.
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October 23rd, 2003, 01:46 AM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Abilities for objects in SE5!
This may be buried in someone else's post ... but to make it clear ... some randomness in the to hit and damage rating of weapons would be a nice addition.
Plenty of good stuff here, cloaking and other bonuses by range. Anticloak sensor by range.
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October 23rd, 2003, 01:48 AM
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Colonel
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Join Date: Mar 2002
Location: Colorado
Posts: 1,727
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Re: Abilities for objects in SE5!
- detrimental Facility effects that are not easily combated.
lowers happiness of planet, all planets in sector, all planets in system
lowers value, same options
lowers ground combat bonuses for attacker or defender, same for weapon platforms, same options
Let them stack or "only best counts", but it should not be possible to resolve any number of these by simply including one facility that provides the opposite effect. Perhaps "only best counts" once for positive and once for negative.
- Ship components that generate research, intel, or allow carried population to count for something.
- Weapon ability that destroys it on use.
- Set the different weapon damage types like in CivII, an array of bits, so that most can be combined together.
- Componets that reuqire the destruction of certain types of cargo before they work (I want soul cannons!).
- ECM or CS abilities on seekers.
- Abilities range and fire rate on troop weapons really do stuff.
- Extend the possible range on seekers. I would liek to be able to mod slow seekers that will follow a ship around for the enitre duration of combat.
- Boarding and troop-drops from several combat squares distance. Give the poor trekies their transporters.
- Planets and other sector objects that can move, randomly or whatever
- Ruins that do more than just give tech, like destroy population, or maybe the whole colony, or change the conditions or resource values of the planet.
- Planets that give bonuses to population growth or research or combat or happiness or whatever, ruins should be able to change or add this too. Maybe that's the only way to get this.
[ October 22, 2003, 13:07: Message edited by: Loser ]
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October 23rd, 2003, 01:53 AM
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Brigadier General
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Join Date: Dec 2001
Posts: 1,859
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Re: Abilities for objects in SE5!
Quote:
Originally posted by spoon:
Prerequisite Components. For example, in order to have Quantum Engines, Quantum Torpedos, or Quantum Shields, you need to have a Quantum Generator on your ship.
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I hope that was just an example. Those things (probably) have nothing in common except the fact they all have the word Quantum on their titles; and Quantum can mean lots of things.
__________________
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October 23rd, 2003, 01:58 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
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Re: Abilities for objects in SE5!
Destroyed on Use for Warp points. ie once you go through the warp point dissapears. Great for modding FTL type movement.
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October 23rd, 2003, 02:28 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Abilities for objects in SE5!
Well they all use Quantum Power
(gets shot with a Quantum Beam )
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October 23rd, 2003, 02:31 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Abilities for objects in SE5!
and you'll need a quantum mechanic
(he started it!)
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October 23rd, 2003, 03:35 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Abilities for objects in SE5!
Quote:
I hope that was just an example. Those things (probably) have nothing in common except the fact they all have the word Quantum on their titles; and Quantum can mean lots of things.
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Yup, just a quantumfied example of something someone might want to mod...
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October 23rd, 2003, 11:53 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Abilities for objects in SE5!
Limits to repair: You that can only repair listed comp families.
Auto regenerating component, althogh the repair limits above may be able to simulate this with a second component.
I like the idea of SM taking a long time instead of being so expensive.
Being able to specify stellar requirements would be great. Modders should be able to choose if they want a star, planet, asteroids, storm, warp point, empty sector as a requirement.
Being able to build large ships and bases in a similar way to RW/SW.
Different types of supplies and components that can convert them: reactors use fuel to generate energy used by most components.
Fully customizable damage types
I want to define how they skip or affect shields or armor, what components it can hit ect. Modders may be able to create weapons very different from stock weapons.
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October 24th, 2003, 12:06 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Abilities for objects in SE5!
Quote:
Originally posted by Andres:
Limits to repair: You that can only repair listed comp families.
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And...
Self Repair: a component that can only repair damage to the ship it is on.
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