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Home » Stars! Clones, Extensions, Modding » VML lounge » Albemuth Mod (Jan 2005 start)
Re: Viper mod Mon, 17 January 2005 19:34 Go to previous messageGo to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

iztok wrote on Mon, 17 January 2005 02:27

Hi!

I've checked hulls. Some comments:
- DD is supposedly a warship, but it can mount only 2 weapons; Confused



It can also shield-stack like a frigate but with 200 base armor. Smile

Quote:


- 2 general slots on Super minelayer. With its amount of armor you got one pretty cheap sweeper, that can also lay mines and scan, or an awesome overcloaker;



Indeed. Now there's a reason to use this hull.

Quote:


- no armor or shield slots on Large freighter. Quite often I put cheap shield(s) on late game LFs, to protect a fleet of them from single minehit;



Yes. You should be more careful about them mines.

Quote:


- Scout has only mechanical slot - problem with tech trading by scrappers;



Scout may become simply an engine and a general purpose later on, depending on whether we like them to carry weapons or not. Right now it's meant as a scouting ship and not a fighting ship. I actually wasn't thinlking about tech trade at the time, but I'm sure we can find a workaround Smile

Quote:


- FF is far away in tech tree (bio 15 Question ), probably mentioned as a fighter. Since Scout can't mount weapons, what hull will be chaff? Confused



Chaff is not as useful anyhow because capital ships - and even cruisers to a better extent - can carry very good ECM systems now. You can still find a way to build chaff if you want, but it's intentionally deprecated.

There's a different rock-paper-scissors dynamic, it's no longer beam / missile / chaff, but just as dependent on the electronics you use as your weapon systems. So far we haven't found any big lumps in the Rule of Counterdesign, if you do lemme know. Smile

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