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  #11  
Old September 25th, 2001, 11:41 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: New mod, looking for ideas

quote:
10 space 20 hp
1 space 15 hp
5 space 18 hp

easiest to repair will cost 10, the next 13, the next 16

That gives you:
<Armor>: <protection>, <cost>, <repair rate>
10KT armor: 2.0 hp/KT, $0.5/hp, 160 hp/turn
5KT armor: 3.6 hp/KT, $0.72/hp, 144 hp/turn
1KT armor: 15.0 hp/KT, $1.06/hp, 120 hp/turn

You definitely need to boost the protection Ratings of the big armors, or lower the 1KT armor.
- the 10KT armor has the same hitpoints as an engine!!!
- the 5Kt armor is twice that, but still won't have much effect defensively.
- the 1KT armor is unnaturally strong (relative), with no penalties at all.
Also, if the point of the small armors was to make them harder to repair, you haven't accomplished that yet.
- I suggest that you decide what HP/KT rating you wish to give the armor, then decide what the cost to repair should be.
Then, Size is proportional to 1/ <repaircost>,
and Hitpoints = <size> X <HP/KT rating>

P&N has:
10KT: 5hp/KT, $1/hp, 400 hp/turn (Tech level 3)
3KT: 8hp/KT, $3/hp, 192 hp/turn (tech level 6)
1KT: 14hp/KT, $2/hp, 112 hp/turn (tech level 11)

EDIT: reworded, since it seemed a bit ... "aggressive".

PS:
quote:
shields will still generate aroud 1000 (maybe lower once I actually finish shielding) shield points (one per ship)
You've got the "One per vehicle" restiction in mind for this, right?

[This message has been edited by suicide_junkie (edited 26 September 2001).]
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  #12  
Old September 26th, 2001, 05:59 AM
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Default Re: New mod, looking for ideas

Yes, one shield per ship. (like I said there will be shield reinforcers) Also planetary shields will be very powerfull and if it is possible I will 1. Decrease the number of planets and 2. create another type of construct that doesn't require a sun (don't know if that is possible yet, if push comes to shove I will just make it a ship with low maintanence but takes for ever to build.)

I see what you mean about the armor. As for the enginge/armor thing, what makes you think I am going with the same engine setup?

I think I am going to go back down to just two types of armor, strong and weak.
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  #13  
Old September 27th, 2001, 10:52 PM
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Default Re: New mod, looking for ideas

My point is:
a) your 10KT armor is only as strong as standard SE4 engines.
b) those Standard SE4 engines are insignificant in terms of damage resistance.

Still, the armor is only twice as strong as any other internal component.

quote:
I think I am going to go back down to just two types of armor, strong and weak.
There is no need to make it simpler; why not have many types of armor, with each type having one great attribute at the cost of the others:
- Hitpoints/KT
- Cost/HP
- Repair rate
- resistance to specialty weapons (weapon/shield/engine destroyers, or even null-space)
- alternative resource cost (eg. organic armor/radioactive armor)

What I'm trying to say is that with the new shield thing you've got going, you need to keep the defensive options open.
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  #14  
Old September 30th, 2001, 07:23 AM

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Default Re: New mod, looking for ideas

Some ideas for players MODS to consider;

(1) CREW COMPARTMENTS ; Damage Control Training (Astro-Engineering). All crew members are trained to perform quick emergency repairs on damaged equipment.WORK IN NON COMBAT AS WELL.

(2) CREW SUICIDE > boarding crew will sabotage ship making it explode. WEAKNESS - 3 spaces on ships.

(3) Anti Terrists Crew > (Intell Engineering). negates all insurrections & rebellons acts by 90%. WEAKNESS - 3 spaces on ships.

(3) BOMBARDMENT WEAPONS > Besides of normal weapons these BW do max damage ,ATOMIC DRIVER Example ; 1 shot destroyes 1 facility + pop + WP (all at the same time). Can only use in planetary damage.WEAKNESS > SIZE & COST & SHORT RANGE.

(4) Optimized Hull Design. The opposite of NORMAL Hull Design, Optimized Hull Design is a process of squeezing the Last iota of efficiency out of a given configuration. The result is an effective increase in space on the ship. However, refits and repairs cost twice as much as normal, because the ship has been so heavily fine-tuned for its present design. Races whose military techs advance slowly and who do not often engage in battle are most likely to use this approach.

(5) Industrial Hardening. By applying this tecknologie, facilities are hard as diamond, which make it
seldom suffers from collateral damage by sabotage/earthquakes/etc?.

Anybody interested in some of these ideas, or making in a mode?.
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  #15  
Old September 30th, 2001, 09:33 AM
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Default Re: New mod, looking for ideas

i actually had an idea regarding the fighters using ship component thing, and the FTL travel / combat movement discussion below.

what if fighters as such were completely done away with, so that the concept of a small fighter no longer exists. turn fighters into ship sized things, that use ship components. essentially, take all the current ship hull sizes, and make them fighters. this means they can 'land' on planets, and 'dock' with stations and such. i dont know what happens when you try to have a fighter cary cargo, so transports and colony ships might have to be real ships.

so you have all these sub-light ships now, and they cant leave home. now you make some jumpships, using real ship hulls, that are massive (or at least have a massive cargo capacity) that can traverse warp points with your other ships in cargo. maybe the system-shield-booster thingy can only mount on real ships, so you have to stick it on one of your jumpships, but it boosts the shield of all the combat ships that are with it (ships that only have the little shield-reciever component)

what do you think, ZeroAdunn? anybody?

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  #16  
Old September 30th, 2001, 02:28 PM

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Default Re: New mod, looking for ideas

Puke,

Excellent idea. I did a mod like this some time ago. Using the concept of motherships, very big, very slow, very fragile. The motherships were the only warp capable ships. I made jump engines size 500 for 1 movement point, consumed 500 supplies so they had to be refuelled a lot. Also very fragile engines, tonnage structure set really low, at 25. Space left over was mainly used for cargo. Big open spaces that did not help in defense (tonnage structure).

The motherships really did not have any weapons to speak of. They typically had a couple of engines and lots of cargo space to carry things. Oh, yeah usually some space dedicated for supply.

Their only use was to carry things through warp points. Since they were the only warp capable ships, they were very valuable.


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  #17  
Old October 1st, 2001, 06:39 AM
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Default Re: New mod, looking for ideas

Here's sorta what I am going for with fighters:

"Ultimately it was discovered that while the larger intersteller ships packed a punch and could take a hit, they were slow in combat and had trouble maintaining weapons lock as well as the older, system ships. The greater speed as well and increased maneuvarability gave them a greater chance of avoiding hits, and an even greater chance of hitting their targets."

Unfortunately these ships would require larger carriers to take them across warp points...
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