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Home » Stars! Clones, Extensions, Modding » VML lounge » Albemuth Mod (Jan 2005 start)
Re: Viper mod Mon, 17 January 2005 22:58 Go to previous messageGo to previous message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

That's one point among many.

I've been going through all the changes..

Eagle Eye scanners now are available at elec 12 instead of elec 14. No point in using Cheetahs. Obviously this is intened to help people using NAS. I don't see the need or the point of it. I don't see the point of most of the scanner modifications. There really hasn't been a need to increase the range of the Robber Baron or decrease any of the scanner research costs. If anything, the pick pocket should have a slightly higher range and the chameleon could be available a little sooner to the SS (as has been done). Everything else could stay the same.

Orbital Adjusters have been given a mass of 480 - that's fine, helps cut down the CA advantage a little. I'ld like to find a few other ways of cutting down the CA some - as well as the JOAT.

The Fuel Mizer has been given way too high fuel usage over warp 7. This would be better if it more closely matched the RHRS after warp 6. Agreed that the necessity here is of cutting down the power of the fuel mizer but, it doesn't have to be so drastic. Another alternative is to have it start using fuel at warp 4 and only give it a free ride to warp 3 (which the Verker mod did).

Dropping the prop requirement for the Trans Star 10 down to 19 kind of negates the purpose of the engine - making NRSE races need to research higher. I could see dropping it down to 22 maybe from 23 but, not lower.

If Kelarium has a mass of 50, then Fielded Kelarium should also have the same mass - it's the same material. If fact, the shielding component should add 1kt to it. It should also be available at the same construction level as kelarium - not adjusted higher - and, can have an energy requirement but, since it has only been increased by 20 dp overall, the energy requirement should not be above energy 6 - 60 dp shields are available at energy 6 ...

I'm not against changes to mass driver costs for PP's but, there is such a thing as overkill. The costs have been reduced too much. I'ld prefer to see the resource and mineral costs closer to the original values. Dropping them a percentage makes some sense as does perhaps reducing the mineral costs a little - but not much change is necessary.

I would like to see IT stargates restricted some. IT is the one race that should be hurt a little but isn't getting touched at all.

I don't agree with reducing the AMP to weaps 25 - there needs to be a reason to research to weaps 26.... In fact, I'ld like there to be reasons for researching ALL fields to level 26. And, while on the subject of weapons, it seems to me that the Anti-Matter torpedo does way to little damage for it's high bio cost. I'ld put the bio requirement down to 10 or 12 and give it 60% or so more damage - around 95 dp.


I also would give the orbital fort a small 25-50kt space dock capacity - this way it re-fuels ships and makes not taking ISB a little less painful - it can also put basic scouts together. Starbases overall should be a little harder to kill than they are in the original game anyway.

my my 2 cents
Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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