View Full Version : Will there be default ships that change with new techs?
mactbone
October 21, 2001, 11:08
*ducks head to avoid flaming barrels*
Sometimes I didn't want to design ships, so I'd like it if there was a ship generator that would incorporate new technologies to design ships. That way I could just build whatever type of ship I wanted, without getting into the ship designer and making sure it at least had recent techs.
Stormhound
October 21, 2001, 11:50
Then congratulations, because we've got you covered.
You can walk into the Imperial Ship Yards (or whatever it's called) and say "I need a new ship design for such and such a type of mission" and it'll pop one out for you. You can accept the design as is, or tweak it around until it fits your preferences.
Anything else we can do for you? :)
Don K Hotay
October 22, 2001, 01:37
Seniore Stormhound, how many "tweakable" parts will a ship have? Shields/drive/weps/specials...
Will IFP's go towards tweaking ships or just ordering ships?
Quixote
"No more god damn jerky beef."
Beeks, from Trading Places
moomin
October 22, 2001, 08:41
Originally posted by Stormhound
Then congratulations, because we've got you covered.
You can walk into the Imperial Ship Yards (or whatever it's called) and say "I need a new ship design for such and such a type of mission" and it'll pop one out for you. You can accept the design as is, or tweak it around until it fits your preferences.
Anything else we can do for you? :)
Yes. Make darn sure this overridable auto-outfitting is for starbases/planetary defenses too, as well as ships.
Stormhound
October 22, 2001, 13:12
Don't know if I have a full list handy, but to the best of my knowledge:
Armor
Shields
Drive systems
Weapons (including mods)
"Specials"
Computer/targeting systems
(Which, come to think of it, is pretty much the same list from prior MOOs)
So far as IFP, I believe that if you just send out a "we need" order and accept what the architects give you, it'll be free. If you spend one IFP, you can get in and create/tweak as many designs yourself in one turn as your heart desires (and the turn timer, if active, allows).
I believe the auto-outfitting works the same for anything that actually needs "designing", which certainly would include any orbital structures. Planetary defenses may not need that level of complexity, but I'll ask.
Bleyn
October 22, 2001, 22:41
Originally posted by Stormhound
Don't know if I have a full list handy, but to the best of my knowledge:
Armor
Shields
Drive systems
Weapons (including mods)
"Specials"
Computer/targeting systems
(Which, come to think of it, is pretty much the same list from prior MOOs)
I don't remember from MOO offhand, but MOO2 also had a slot for an EM Countermeausures suite on the ships. I remember because its like one of the last things I'd ever adjust on my ships.
Stormhound
October 23, 2001, 09:38
That's what I get for trying to do stuff by memory. Let me put it this way: I don't think there will be any fewer options in MOO3 than the prior MOOs, and believe there may be an extra one or two (for example, the two types of drives instead of just one).
moomin
October 23, 2001, 10:39
Originally posted by Stormhound
So far as IFP, I believe that if you just send out a "we need" order and accept what the architects give you, it'll be free. If you spend one IFP, you can get in and create/tweak as many designs yourself in one turn as your heart desires (and the turn timer, if active, allows).
I believe the auto-outfitting works the same for anything that actually needs "designing", which certainly would include any orbital structures. Planetary defenses may not need that level of complexity, but I'll ask.
This is exactly what's needed. I like how active intervention costs IFPs while passive acceptance doesn't. The same rules scaling over all you structures/craft is just right as well. You seem to have covered this excellently. I just thought I'd say this here, since I'm as quick to complain 'bout stuff I don't like, it follows I should be quick to give credit where it's due.
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