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Home » Stars! Clones, Extensions, Modding » VML lounge » Albemuth Mod (Jan 2005 start)
Re: Viper mod Tue, 18 January 2005 13:59 Go to previous messageGo to previous message
SinicalIdealist is currently offline SinicalIdealist

 
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Ptolemy wrote on Mon, 17 January 2005 19:58


Eagle Eye scanners now are available at elec 12 instead of elec 14. <snip scanners>



I'm not sure about all the scanner changes here. I've only vaguely touched upon them. I've been more concerned w/ the ship design changes and changes to make PRTs such as SS a little more competitive.

Ptolemy wrote on Mon, 17 January 2005 19:58


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



Agreed. Nerfing CA and JoaT should be a reasonably high priority. However, you need to give people a reason to continue to play these PRTs. There is currently one reason for both: Comparatively high resources, compared to other, potentially more fun PRTs. Perhaps nerf the PRTs' resource strength, but enhance their other utilities. ie. Can we mod the JoaT ship scanning to not change over time, but start high and not get any better?
[/quote]

Ptolemy wrote on Mon, 17 January 2005 19:58


<snip on FM to free only at warp 3.>


I like this idea.

Ptolemy wrote on Mon, 17 January 2005 19:58


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.



I think I have to agree with this after some reconsideration. TS10 should be a bit higher than P19.

Ptolemy wrote on Mon, 17 January 2005 19:58


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 like this idea. Right now fielded kelarium is a little-used tech item.

Ptolemy wrote on Mon, 17 January 2005 19:58


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.



That was my fault. I didn't feel like doing the math, so I pretty much recommended: "####, just make it free." On the other hand, this would make the PRT a lot more usable.

Ptolemy wrote on Mon, 17 January 2005 19:58


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.


Honestly, IT likely been nerfed the most. The ship hulls will, at the very least, reduce the strength of IT significantly. The goal of this little mod-project were to make unused game or race settings more appealing. IT shouldn't be changed too much, but the FF hull will naturally reduce the ITs strength. The FF was sorta my idea to nix the standard chaff model, replace early warships w/ something half-FF and half DD and add a whole new mid-game ship that would spice things up a bit. Theory behind the FF was, super-high init, low mass, low dp, low strength. The idea is to create a new element into the standard rock-paper-scissors. Play testing will be essential to balancing it properly, however.

Keep in mind that this ship would be very easily produced in large quantities at any stardock. They would match (or exceed) BBs in fire-first capability and would be able to always move last (very important for low-dp ships). This makes the ship into a sort of fighter. The ship-fuel changes were designed to increase the importance of fuel in the game. The fighters were to have minimal fuel (requiring the use of a fueler).

Ptolemy wrote on Mon, 17 January 2005 19:58


<snip tech 25 + AMT>



The tech 25 thing is debatable, whether it's worth making BET more important. AMT *can* be relatively useful. Just needs a little more power. Like the idea of improving it. Could make TT a little more appealing to the non-CA as well.

Ptolemy wrote on Mon, 17 January 2005 19:58


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.



I disagree on the orbital fort as a dock idea. Reduces the usefulness of ISB too much. ISB is one of those traits that is used about as often as is expected (relatively close to 50% of the time in my experience). Little should be done to change the appeal vs. cost of ISB. Giving forts fueling and docking abilities greatly changes the dynamic. Fueling and small ship production is the whole reason for taking ISB, arguably. It's greatest advantage is aiding expansion. Give this to standard forts, and ISB is close to useless unless you're AR.

As previously agreed, upping all base armor on SB and above was essential to diminish the strength of kill-SB orders.

Gakl on #stars!



g.e.
====

"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. Dick

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