
The galaxy'll be aflame before then ha ha the xenos are killing each other and I can just sit back and watch, fun fun!
Brian
Moderator: Thanas
I chalk that up to their tactical mastery that rivals that of the Klingons.And lesse. Guppy, editing this mod would be fairly interesting and much more extensive. A lot of races need modified race files (ex, Narn for some reason are 'minmaxed' with low ground combat, while others (ex, Centauri) are not. You'd think Narns would be good at soldiering with their athleticism, wouldn't you?
The B5 Mod is largely an attempt to match the B5 Wars system as faithfully as possible. It's all intuitive to me, but that's because I have a few games of B5 Wars under my belt.Arthur_Tuxedo wrote:The problem with this mod isn't putting stuff in, it's balancing what's already there. A truly monumental task, especially since the author doesn't appear to have written up a set of guidelines beforehand that would apply to the tech for all different races, but rather did things willy-nilly, creating massive inconsistencies. I'm not saying it can't be done, I'm just saying that it's a lot harder than you probably think.
Please tell me then.. what's the diff between Fusion Beam, Molecular Pulsar and Antimatter gun? They all round out the exact same. ;PGuppyShark wrote:I chalk that up to their tactical mastery that rivals that of the Klingons.And lesse. Guppy, editing this mod would be fairly interesting and much more extensive. A lot of races need modified race files (ex, Narn for some reason are 'minmaxed' with low ground combat, while others (ex, Centauri) are not. You'd think Narns would be good at soldiering with their athleticism, wouldn't you?
The B5 Mod is largely an attempt to match the B5 Wars system as faithfully as possible. It's all intuitive to me, but that's because I have a few games of B5 Wars under my belt.Arthur_Tuxedo wrote:The problem with this mod isn't putting stuff in, it's balancing what's already there. A truly monumental task, especially since the author doesn't appear to have written up a set of guidelines beforehand that would apply to the tech for all different races, but rather did things willy-nilly, creating massive inconsistencies. I'm not saying it can't be done, I'm just saying that it's a lot harder than you probably think.
That should give a good starting point for balance, if we were to take this idea to the conclusion.
B5's made for RP play, which is what we started as, and should remain. I don't want to just crush someone because 'game wise', I should. It also gives power to people who don't want to have RPed limitations and other motivations...brianeyci wrote:Adamant Mod's already got everything right for multiplayer I think. quasi-Newtonian propulsion, leaky shields and enough strategy to make your head spin.
If anything B5 should be made more for co-op somehow. Not sure how this would work, at all.
Brian
They're not really shields, nor do they work like such. They're emissive armor that deflects a portion of each shot. Which is incidentally, how they function in game too.brianeyci wrote:It's not very well done, mostly because additional levels on the same armor tree just give you cheaper armor. It's a lot smarter to go straight from passive armor physics 0 all the way to six and research emissives than research the lower inferior ones for no reason.
The support/light/medium/heavy armor suffers from the same problem. I also ran extensive simulations of mixes of armor versus pure heavy armor, and the pure heavy armor won out every single time with this saved game.
Anyway I might rewrite my RP to say Shadow armor. Shields don't really fit in this universe.
Brian