My new mod concept. |
Well, my previous attempt to mod SE5 did not turn out as i wanted. But i've found a better concept that should go along how this game works better. Still have to find a suitable name for this mod.
My features :
-More weapons with tactical advantages and disadvantage (range, fire rate, supply and ammos use, accuracy, damage fall off).
-Heavy and light version of most weapons. The heavy one are optimal for ship to ship combat, but cannot engage units. The light one are all purpose, capable of engaging units and ship, but not bomb planets. Units also have the same heavy and light weapons, heavy against ships, light against other units.
-Several type of missile and torps.
-Each weapon type need to be researched individually before they can be used (expensive). This make choosing wich types of weapons to use in early game important and give some flavor to each race. Some will start with requirments for some weapons and not some other, not everyone has access to the same things early game.
-Armor and shields works differently. They don't protect the same way. Once they are down to less than 50%, some damage can carry on and hurt the next layer. All armor can negate some damage (emissive now Heavy Armor) and the protection stack (so heavily armored ships are difficult to damage with light weapons until their armor is weakened).
-Planet facilities have different tonnage (some tactical considerations in mind).
-Working on the AI to make use of the new features.
-Weapon damage upgrade have been tweaked so it's scalled with the weapons. Low damage weapons don't increase as fast as the big ones, but light ones gain fire rate (no mounts for them though). Mounts affect accuracy and range. Larger weapons have a harder time hitting smaller targets.

Cool! Comments on your
Cool! 
Comments on your points:
-More weapons with tactical advantages and disadvantage (range, fire rate, supply and ammos use, accuracy, damage fall off).
Yay! 
-Heavy and light version of most weapons. The heavy one are optimal for ship to ship combat, but cannot engage units. The light one are all purpose, capable of engaging units and ship, but not bomb planets. Units also have the same heavy and light weapons, heavy against ships, light against other units.
Sounds a bit like MOO2 - except in MOO2 there were 3 types of weapons: heavy, regular, and point-defense. Heavy weapons targeted ships and planets (don't remember if they could target fighters or not), were larger (either double or 50% more) and did lots of damage (either double or 50% more). Regular weapons targeted ships, planets, fighters, and missiles, but weren't really specialized at anything. Point-defense weapons were smaller and did half damage; they could target anything, like regular weapons, but had an accuracy bonus and fired automatically at "range zero" at fighters and missiles (though they could also be fired sooner if you took manual control of them). I know you can't have two sets of range calculations for PD weapons (one for manual fire, the other for autofire) in SE5, but I thought I'd mention it anyway... Oh, and there were bombs... bombs targeted only planets, UNLESS they were mounted on a medium or heavy fighter (light fighters were not big enough to carry them and could only carry non-autofiring versions of PD weapons); fighter-mounted bombs could target ships, and they did TONS of damage just like ship-mounted bombs 
-Several type of missile and torps.
Hopefully not all accessbile by researching level 1 of Torpedoes like in stock 
-Each weapon type need to be researched individually before they can be used (expensive). This make choosing wich types of weapons to use in early game important and give some flavor to each race. Some will start with requirments for some weapons and not some other, not everyone has access to the same things early game.
Ooh, interesting... so you spend your initial research points on your choice of weapons, but you're not limited to those, it just takes extra time to adapt... I assume you mean like maybe 200,000 RP for a theoretical "Antimatter Beams" tech which unlocks the 10,000 RP weapon tech of "Anti-Proton Beam"?
-Armor and shields works differently. They don't protect the same way. Once they are down to less than 50%, some damage can carry on and hurt the next layer. All armor can negate some damage (emissive now Heavy Armor) and the protection stack (so heavily armored ships are difficult to damage with light weapons until their armor is weakened).
Not sure how you're going to accomplish that 50% thing or make emissive armor stack...
-Planet facilities have different tonnage (some tactical considerations in mind).

-Working on the AI to make use of the new features.
-Weapon damage upgrade have been tweaked so it's scalled with the weapons. Low damage weapons don't increase as fast as the big ones, but light ones gain fire rate (no mounts for them though). Mounts affect accuracy and range. Larger weapons have a harder time hitting smaller targets.
Interesting...
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Mr. Flibble says...
Game over, boys! 
Sounds Interesting
Keeping an eye on this one sounds interesting

Quote:Now for anti-matter
Interesting... that sounds a lot like the planned but abandoned tech tree for Suicide Junkie's Gritty Economics mod for SE4! (SJ eventually gave up on that because SE4 supported only 65K components or so, and he wanted to have more weapons than that! So GritEcon now has one level per weapon
)
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Mr. Flibble says...
Game over, boys! 

One thing I would like to
One thing I would like to see added is a self defence weapon system for weapon platforms. If you manage to land troops on a planet with Weapons Platforms they just sit there like lemons waiting to be pupled.
OK I understand that they are primarily huge weapons systems that are meant to protect the planet from space attack, but they should be able to fire on troops as well, even if its with a hugely reduced rate of fire / accuracy or damage.
Personally I would say they fire at 0.2x the rate of fire (a 2 second rate of fire becomes 10 seconds) doing full damage. Similar to when the Germans used their 88mm anti aircraft guns against tanks in France because they had nothing else, they also used the same guns as anti-infantry in desperation or out of sheer boredom and the availability of a target (many soldiers have done this out of desperation or boredom).

yaaboo sucks subject field thou shalt get nothing from me!
.Sounds cool, any clue as too a release date? Or you gonna wait and see what the new patch does 1st?
Oh and I avoid fortified flanets when ever I come across em..... 

fughing subject fields, whenever i turn my back you stab it
I am willing to help test and give feedback, wouldn't know coding from toffee thou.
.Sounds good to me, I have taken to "cheating" in my games, before I goto war (about a year) I log in as the AI and build it the best troops/ fighters/ WPs I can given its tech (I tend to make AI races sign 2 lvl old tech sharing treaties with each other to help them out a bit), then I send every planet off on a 3-6 turn building spree with a mix of the above units to give them some defences.
One thing that needs fixing in the game is that the AI doesn't use medical ships to cure to plauge as far as I can see, it also doesn't build medical centers, this might be an issue with making people use plauge as a weapon.
Sounds good
I too am interested and willing to help test. Also, i have made a few weapons of my own if you would like to check them out. i'm still balancing them in the standard version, but if you want to use them i have no problem with that. let me know.

Missile Mounts
Do missile mounts actually work in SEV? Thats one of the oddities that always ticked me off about SEIV (They'd adjust teh range at which the misile would fire, and the supply cost, but couldn't change actual damage or range) 
_______________________
There are 10 types of people in the world:
Those that understand binary, and those that don't.
missile mounts
Missile mounts don’t exist at all in SEV as mounts only work for direct fire weapons
I would be more than happy to help test stuff as though I can code I think I am a lot better as a beta tester than as a programmer.

quoting
You are aware that that will mkae bomblets use the missle mount as well 




. I guess i spend a bit too much time watching battles
Sounds Fun
That sounds like fun, I'm looking forward to seing your... Tactical mod? Tactics mod? ... in action.
_______________________
There are 10 types of people in the world:
Those that understand binary, and those that don't.