New mod ideas |
I'm making a new mod (hopefully completing this one this time.) and I don't know what system to use SEIV or SEV. I was going to go with SEIV for the damage system but i can do allot of tricks with SEV.
the planed things in the mod are and followed.
- QNP system. Using proper value. i.e. 100kt ship needs 100kt thrust...
- Cargo as the remaining ships tonnage. This makes QNP system seem more realistic.
- drone missiles system.. Always loved this system for its re-tracking and building systems.
- Leaky/Directional armor. depends on SEIV or SEV.
- SEIV style leaky shielding. i.e. shields from damage. well sort of.
- If SEV, gritty galaxy style shielding for energy based weapons.
- Shield have PD for missiles and missiles skip shields. They use energy but don't have a reload time. If shield generator is hit by a missile it are destroyed.
- Duel shield generator system... solid generators and leaky generators. solid generator don't generate much shields meaning you need both. The leaky generator acts as armor so energy weapons can work and normal weapons can still hit the "solid shields".
- Shield modifiers... I.E. generating 1 shield point of a higher level to weaken or power up enemy or ally shields. This only affects normal weapons but i might have both effect energy weapons slightly.
- With this system missiles destroy energy but if they get through they skip shields and do 10000% damage to the generators.
- If SEV, missiles accelerate until there fuel is out. i.e. give missiles fuel cells to increase there speed max. destroy all missiles left on battle field if not picked up by using a script. 10 - different missile units with different launchers. launchers don't have the load ability instead I'm going with a different component to do that job. Might be a very large component.
- Very slow repair rates by making 3 components with the repair ability but making all Cultures -66% repair rate. In SEV i think it might be possible to script in single component repair system if the components are present on the ship and even repairing of other ships if "repair arm" component was present. Might even be fun to make supplies be used up to do the repairs... SJ, this might be fun to look at as you were looking to an alternative repair system.
- ordnance renamed to energy and used for all components... Some generating negative energy.
- SEV, ships built without supplies.
- Energy generators use supplies to generate energy and they hold the amount they generate. Shield Capacitors increase max energy but slow energy generation as well at supply solid shield points.
- Diverse crew system just like in GG mod.
- Targeting weapon system... works by timed experience loss when negative experience generate massive negatives for defense. don't know if this works but it should.
- ECM now work as weapons as well as normal ECM. They do timed take over on missiles.
- No internal or external components. all on one layer, excluding shields.
I Hope that is all i was going to add.
A Better explanation to shields would be;
Solid slugs/Normal weapons:
- Hits the shields
- Hits the shield generators.
- Recharge the shields.
Energy Weapons:
- Hits the shield generator doing a small amount of damage then skipping to the next.
- Hits the next shield generator doing less damage.
- So on until ether doing no damage to one or parsing through them all
Missile Weapons:
- Takes 1 damage and does 1 damage to ships energy supply until the missile is destroyed or no energy is present.
- Hits the shield generator doing 10000% damage then returning to normal damage to hit components.
To counter them you would need:
Solid slugs/Normal weapons; Shield capacitors = Shield Generators, Sometimes more generators for the HP.
Energy Weapons; Lots of Shield Generators, no Shield Capacitors
Missile Weapons; One Shield Generators, Lots of Shield Capacitors.
Tell me what yous thing of this concept and what game i should be using... After writing all of this i think its going to be better with SEV.
Re: New mod ideas
"- Uncontrolled research... some techs will rise and fall without putting points into them. some will even complete way ahead of time or even be rest. By a fer points will be common but full completions and rests are going to be rare."
So what incentive do people have to perform research?
Re: New mod ideas
Ah, good. You had me worried there for a sec.
Re: New mod ideas
I see a great potential in these ideas. Such a mod, providing you are able to implement them in a way that does not demand too much micromanaging, would certainly be very interestning. If I could suggest something it would be: do not try to come up with too many ideas at the very beginning as not to be lost in them and it is implementation that matters in the end. Eg. perhaps I do not understand something but I have no idea how you plan to make the system based mineral storage working without modifying the SE5 engine.
Claim victory in your heart and the Universe will follow
Re: New mod ideas
Hmm, that sounds interestning. If you tested it and it worked I have no reservations. Keep up, it could be something fresh and worth learning how to play it.
Claim victory in your heart and the Universe will follow
Re: New mod ideas
I like slower repair so each ship is more vital.




Re: New mod ideas
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