Intrepid Class - Deployable Armor (3.1.1)

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posted on February 1st, 2010, 7:21 pm
Yeah, but you'll probably get blackballed for it.
posted on February 1st, 2010, 7:27 pm
Well the Transphasic Torpedoes weren't part of this mod.  This is just the armor and I like it! :D

  The 1-shot Torpedoes were a random suggestion later on.  Don't crucify me!  :lol:
posted on February 1st, 2010, 7:29 pm
Only if that's all you make. :blush:  Oh, got another idea, by the way.  So if you only want the intrepid to fire torpedos (normal ones), you could just speed up the shot cycle and remove the phasers.  Maybe the armor allows you to fire torpedos faster or something.  That would be a neat effect and wouldn't change the offensive value of the ship while the armor is deployed.
posted on February 1st, 2010, 7:32 pm
Mal wrote:Only if that's all you make. :blush:  Oh, got another idea, by the way.  So if you only want the intrepid to fire torpedos (normal ones), you could just speed up the shot cycle and remove the phasers.  Maybe the armor allows you to fire torpedos faster or something.  That would be a neat effect and wouldn't change the offensive value of the ship while the armor is deployed.

You could, but wouldn't you have to cut it from 3 seconds down to 1-1.5 seconds to make up for the loss of phasers?

Out of curiosity, did you use the altered Intrepid textures or leave them out?
posted on February 1st, 2010, 7:33 pm
One thing that I want to add is an energy cost to the weapon.
posted on February 1st, 2010, 7:36 pm
I picked supply over special energy so you wouldn't have to sacrifice the advanced warhead, but still have a cost to use it.
posted on February 1st, 2010, 8:16 pm
Last edited by Anonymous on February 1st, 2010, 9:46 pm, edited 1 time in total.
I just did the math.  It would actually be a shot delay of 2 seconds instead of 3 seconds, so it would be faster, but not too fast.  That value gives slightly more offense, so the tool tip should read offense of 23 instead of 22, I think.  Of course, you're missing more often against small targets, so maybe that evens out the 1.3 extra damage you get.

I added everything that was in your mod. :D  Looks nice.  Thumbs up to you and gamer. :thumbsup:

Edit:  Ok, just found a small problem.  Sent ten of them into a base and they were gimpy because their subsystems were getting damaged/destroyed.  So I'd lose weapons right away.  Maybe the subsystems should become invulnerable as a boon to the armor?  Or like the borg where weapons are invulnerable but the other subsystems repair super fast?

Edit2:  You might also make the armor have reduced damage from special weapons or be invincible to beaming?  Or up the crew boarding strength so that ships can't just beam and take them over.  I think someone has already commented on this.  It would be really cool if the Devs added something like this.  Maybe get rid of the graviton torpedo in order to justify improvements to the armor.
posted on February 2nd, 2010, 12:53 pm
The armor is supposed to be an imperfect version of the one in the show, so it isn't perfect.

You do know that 'reduced damage from specials' would require editing every special weapon in the game, right? Invincible to beamin would be readding shields.
posted on February 2nd, 2010, 5:04 pm
Tyler wrote:The armor is supposed to be an imperfect version of the one in the show, so it isn't perfect.

You do know that 'reduced damage from specials' would require editing every special weapon in the game, right? Invincible to beamin would be readding shields.


Right, but I have faith that you could add them all. :D  Probably the most glaring one was the subsystem damage.  It's easy to fix, and I think losing all the subsystems on the ship kind of killed the effect for me. :(  It looks cool, until you use it in an acutal battle, then it becomes a liability.  I'm not asking the armor to be invincible, just make the ship functional when you select the armor. :D

I think it would be cool if the devs looked into this one, though.  The overall effect is nice and it would be great to see a textured version by Ziech or Optec.
posted on February 2nd, 2010, 5:14 pm
Last edited by Tyler on February 2nd, 2010, 5:16 pm, edited 1 time in total.
Mal wrote:Right, but I have faith that you could add them all. :D  Probably the most glaring one was the subsystem damage.  It's easy to fix, and I think losing all the subsystems on the ship kind of killed the effect for me. :(  It looks cool, until you use it in an acutal battle, then it becomes a liability.  I'm not asking the armor to be invincible, just make the ship functional when you select the armor. :D

How about the subsystem durability about 4-5 times the unarmored version? Capable of being damaged, but considerably more difficult than normal. I might see about reduced damage from beam and maybe pulse type weapons, though.

Could you send me a Rar file with all the different beam and pulse weapons?

Mal wrote:I think it would be cool if the devs looked into this one, though.  The overall effect is nice and it would be great to see a textured version by Ziech or Optec.

Definatly. This one is good, but the inability to add working lightmaps and the flickering on the bottom let it down.
posted on February 2nd, 2010, 6:07 pm
You're lucky I even know what a RAR file is, let alone how to send one. :blush:

I still think the subsystems should be invincible.  Otherwise besides looking cool, I don't see much of an advantage to having it.  The hull strength got increased by 25% (is that before or after the shields are combined?), but other than that there's no real bonus.  I guess that's why I would like to see the subsystems be made stronger.  You can already take over the ship by beaming over crew, so I'm thinking that there are enough downsides that giving it a few upsides wouldn't hurt. :D
posted on February 2nd, 2010, 6:16 pm
Tyler wrote:
  • Hull strength increased to 25% higher than the base versions Shields and Hull combined


I never really liked invincible anything, multiplying the rank1 versions subsystem hitpoints to 4.5 the standard gives almost 150 points per system. Isn't that better than 99999999 points?

Maybe if I leave them as they are for the first few ranks, but give them a very heavy increase at officer rank and points so high that nothing should dent them at veteran? The ranking system is great for compromises like this.

If you send me the weapon files for beam and pulses, I said I'd see about reducing the damage it takes.
posted on February 2nd, 2010, 6:32 pm
You can do it however you like, it's your mod.  I just wanted to offer my suggestions from playing around with them. :D  Hull only ships can get shafted really quick, I think it's why they made borg weapons invulnerable and subsystems repair very quickly.  Granted, you have fewer borg ships and need to keep them functional, but part of that is the hull issue, I think.

Which beam and pulse files are you looking for, specifically?  I could send them if I knew what you wanted, but I couldn't do it right away.  And I mean no offense, but don't you have a copy of FO? :P
posted on February 2nd, 2010, 6:56 pm
Last edited by Tyler on February 15th, 2010, 2:54 pm, edited 1 time in total.
I'll go with the 'super strong through rank' idea. I can live with making invulnerable systems for veteran rank. I think the repair rates is a race-specific part of the game.

The files for Borg and Dominion conventional weapons (other races optional) that tell how much damage is caused. I do have the game, but the weapon files confuse me by all having almost the same filename as every weapon of that class...

It would be so much easier if they used the same method as 2.0 Beta...
posted on September 2nd, 2010, 10:35 pm
Hi,  Just wondering if there is a compatibility issue with this on 3.13 because I followed the instructions to the T, except for the sprites section (which had some typos) and the game crashes right away after launching it.

just not sure if the information needs updating or not.

Thanks
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