Topic: Mines and webcasters  (Read 2071 times)

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Lepton1

  • Guest
Mines and webcasters
« on: May 17, 2003, 11:27:32 am »
I am sure that I am about to bring up something that has been thought of before, but it seems to me that modifying mines might be a good way of implementing webs.  They already persist on the field for a certain amount that may be modifiable.  Replacing the graphic should be relatively easy.  My only concern is that this kind of half measure may not satisfy those SFB stalwarts who wish for a completely accurate instantiation of the web caster.  This half measure could merely including NSM as the web elements, an increase rate of mine deployment, and cheap or no cost mines.  It would then be up to the skills of the player to fashion a continuous line of mines (web elements) to create the web.  Scripting tholian missions might even be able to work in the other elements of the webs that cannot be duplicated in the way I have talked about.  This seems in part what Dizzy was striving for in SG3.  Perhaps this half measure is more of an SFC3 idea.
 

Dan

  • Guest
Re: Mines and webcasters
« Reply #1 on: May 17, 2003, 12:24:10 pm »
Adding mines to the THolians isn't going to be the answer. Unless it is very strong Web doesn't do any damage. I just slows the target down.

There are already exsisting rules within the SFB ruleset for replacing web casters with disruptors.  

Lepton1

  • Guest
Re: Mines and webcasters
« Reply #2 on: May 17, 2003, 12:34:36 pm »
Ah, I guess that speaks to my SFB knowledge.  I had always assumed webs did some significant damage.  Kind of makes me scratch my head as to why Tholians were not included in SFC if they can be easily accommodated in SFB rules sans webcasters.  But then that makes me think what are Tholians without webcasters except Klinks without drones.  Six dozens of one, half of another.  Switched around phrase intentional as Tholians without webcasters seem like half-a-race.  Thanks for the info.  

FPF_TraceyG

  • Guest
Re: Mines and webcasters
« Reply #3 on: May 17, 2003, 12:51:56 pm »
Well, the Scripting API contains an enumerated type for races, which includes several races not yet seen in the game, among them are Tholians and Andromedans. OP, of course, already has working Tractor/Repulsor beams. It's highly likely then, that it was Taldren's intention to include these races (and others) in later versions of SFC, just as the Mirak  were added to SFC2 from SFC1.

Dan

  • Guest
Re: Mines and webcasters
« Reply #4 on: May 17, 2003, 12:54:07 pm »
the rule is pretty simple.

1 web caster gets swapped out for 2 disruptors.

The primary function of the web is to block enemy fire while not blocking the Tholians' phasers.

Barring the patching tema being VERY ambisious there is no way to simulate this in SFC.

Personally I'd probably have replaced web casters with phaser-1's but thats just me :P

Maxillius

  • Guest
Re: Mines and webcasters
« Reply #5 on: May 17, 2003, 02:02:09 pm »
Quote:

...The primary function of the web is to block enemy fire while not blocking the Tholians' phasers.

Barring the patching tema being VERY ambisious there is no way to simulate this in SFC....




From what I hear that's exactly what they've attempted.  I've seen no word that they haven't done it.  Lots of excitement over there!!!

Farfarer

  • Guest
Re: Mines and webcasters
« Reply #6 on: May 17, 2003, 02:10:24 pm »
How about replacing the web caster with PPD?  That would be formidable - Disruptors and PPD.

Now what I'd really like is for the Klingons to get their unique weapon - The Stasis Field Generator!  Just think of the SFG + (name your crunch weapon/T bomb)  combos!

Dan

  • Guest
Re: Mines and webcasters
« Reply #7 on: May 17, 2003, 02:25:48 pm »
because that drasticly changes their fleet dynamic.

They have webasters on all the Neo-Tholian ships except for the frigate.

Casters:

NDD: 1
NCL: 1
NCA: 2
NDN: 3
NBB: 4

Disruptors:
NDD: 2
NCL: 4
NCA: 4
NDN: 4
NBB: 8

Farfarer

  • Guest
Re: Mines and webcasters
« Reply #8 on: May 17, 2003, 03:39:55 pm »
I see - indeed it would.

KBF-Standarte

  • Guest
Re: Mines and webcasters
« Reply #9 on: May 17, 2003, 04:26:37 pm »
While we are at it, where is my Stasis Field Generator?  

Karnak

  • Guest
Re: Mines and webcasters
« Reply #10 on: May 17, 2003, 05:25:17 pm »
Quote:


From what I hear that's exactly what they've attempted.  I've seen no word that they haven't done it.  Lots of excitement over there!!!  




SG4.  

Webcasters just did not pan out for SG3 this go-around, not to mention we are short about 3 planned missions. We really only have one SG3-specific mission done in the form of my Pirate Base mission.  But, I think getting the models mod D/L in place was a significant step for SG3. We'll do webcastors right and special missions right in SG4, whenever that happens, to the full extent of the SFC API extensiblity offered by Taldren.
   
« Last Edit: December 31, 1969, 06:00:00 pm by Karnak »

Skawpya

  • Guest
Re: Mines and webcasters
« Reply #11 on: May 17, 2003, 06:46:41 pm »
Assuming they succeed in doing this, how easy or hard will it be for their work to be ported directly into the program when galaxies at war comes out?

Karnak

  • Guest
Re: Mines and webcasters
« Reply #12 on: May 17, 2003, 07:53:03 pm »
Quote:

Assuming they succeed in doing this, how easy or hard will it be for their work to be ported directly into the program when galaxies at war comes out?  




I have no idea. Way too many variables to consider.  First of all, Taldren is not even thinking about doing Galaxies at War. If they ever do, it may use a completely different game engine making all existing mission script coding obsolete and void. Or, maybe it will be similar....who knows.