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Re: VML download page: new version online Thu, 15 May 2003 11:11 Go to previous messageGo to previous message
Verker is currently offline Verker

 
Master Chief Petty Officer
VML mod guy

Messages: 99
Registered: January 2003
Location: Vienna, AUT
Leit, I pretty much agree on your points. Esp about the fact that there is potential if one changed the TS10 completely into something else. Concerning cost investment, well, I am yet to calculate resources needed for cheap/std/exp to go from prop11 to 23, but you would have to have a huuuge fleet to make miniaturisation pay off.

Ofc in VML, ramscoops have an enhanced role to play due to the heavy items. One has to keep an eye on that. What I would rather like to do (other than making tech on the TS10 cheaper) is spreading the engines a little more over the tech tree, like I tried with the hulls. From my POV, there still remain things to be discovered in VML, even in the late game, that are worth it - so you avoid a race for Nubians.

I'll keep an eye on the TS10 suggestions that come in, maybe someone comes up with something new - other than that, I'll try and rethink about the engines - but that is low on my list ATM, I'd also like to rework the fuel consumption a bit more, and that is pesky time consuming work.

The FF (and DD) change reflects peoples opinion, that VML playes well (different than Stars!) from the midgame, but despite graphics, there's too little new things early on. Ofc the FF can still be altered, improved - likewise the DD, still taking suggestions on both (in the late game, FF chaff will find additinal shielding useful vs chaff killer weaps). Ofc I have to keep an eye on the whole shipline (and heavy items), eg your minelaying suggestion I like, but wouldn't it make the Galleon Mk II as obsolete as the old Galleon was?

Hm, maybe adding just 1 ML slot may be a possibility - that way, the FF could have 3 pods like before, but not 3 weaps. What do you think? True, cloaking is a problem I havent thought enough of when designing the FF Mk II - but I tell you, it is not too easy to think of everything, and boy, I try!

Somebody suggested to switch tech requirements for DD and FF, esp for the Mk II versions. I also like that thought, but it results in some problems with starting ships (eg IT can build some of the initial design for scrapping/tech gain, eventhough it lacks the con tech at the start). Comments?



Verker ||¬]

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