Home » Stars! Clones, Extensions, Modding » VML lounge » Albemuth Mod (Jan 2005 start)
Re: Viper mod |
Mon, 17 January 2005 23:22 |
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Ptolemy wrote on Mon, 17 January 2005 19:58 | 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.
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Honestly, I don't remember some of the reasoning behind the scanner tweaks. i'll ask Sotek about this.
The Robber Baron, we agreed was just too expensive. We wanted to help SS scanning.
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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).
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It's still a lot better than the lh6. Originally I had it nerfed even more viciously.
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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.
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Well, at least NRSE races can actually get it now. It's more of a cheaper IS10.
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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 ...
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I guess...
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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.
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Packets are still expensive. This will just make the PP more of a Lernaean beast, as soon as you kill one driver another springs back up in its place.
Factoryless PP especially.
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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.
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We talked about this and didn't implement it yet. We might.
A side effect of finite stargate range is that cloaking starbases would have a purpose.
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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.
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There is a reason. BET.
The antimatter torpedo does suck, yeah. It's cheap though. Yeah, we can improve this.
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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.
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I was thinking 1kt dock so it can refuel but not build. Possibly raising the capacity of the Space Dock a little too.
Bigger starbases have a bit more armor - the death star has 10,000 base dp., the space station and ultra station are tougher too.
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Albemuth Mod (Jan 2005 start)
By: Coyote on Sat, 15 January 2005 21:21
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Re: Viper mod
By: Ptolemy on Sun, 16 January 2005 05:01
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Re: Viper mod
By: Coyote on Sun, 16 January 2005 19:20
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 00:08
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Re: Viper mod
By: iztok on Mon, 17 January 2005 05:27
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 19:34
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 21:11
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Re: Viper mod
By: Kotk on Mon, 17 January 2005 22:03
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 22:43
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 22:58
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 23:03
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 23:09
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 23:22
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Re: Viper mod
By: Ptolemy on Mon, 17 January 2005 23:43
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Re: Viper mod
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Re: Viper mod
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Re: Viper mod
By: Kotk on Fri, 21 January 2005 11:49
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Re: Viper mod
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Re: Viper mod
By: Coyote on Mon, 17 January 2005 22:39
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Albemuth mod
By: Coyote on Mon, 17 January 2005 23:07
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Re: Albemuth mod
By: Micha on Tue, 18 January 2005 06:21
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