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I'm working on a pack of modchips. Ideas?
Post subject: Re: I'm working on a pack of modchips. Ideas?
Posted: 01-16-2012, 05:34 PM
Sprocket Joined: 05-04-2011, 01:37 PM Posts: 4 Location: Brazil
Well after playing some games.
Hidden hangar/external docking: modship that enables a big ship, like the hammerhead or bigger, to carry a squad of fighters. (I accept suggestions if this kind of hangar can or cannot issue repair orders, maybe it can share the repair order with the "mothership" or each sucesseful repair order repair only a single hit of damage from the squad).
Now I´m working on missiles (around 12 different types). I´ll post them as soon as I finish them.
Post subject: Re: I'm working on a pack of modchips. Ideas?
Posted: 02-02-2012, 06:42 AM
Dirigible Joined: 06-05-2009, 12:54 AM Posts: 1104 Location: The back of your fridge
Wow, I've been away for a while.
Renato, make sure you closely read the kitbash guidelines before you go to the trouble. Might not be a bad idea to PM Denny or MelEbbles too, since (last I heard) Wormhole development was on hold while they have their hands full with other, higher demand projects. And you never know, when we see new WH product it could end up being cooler than what we come up with anyway. No one wants to do duplicate work, so it won't hurt to ask.
If you want to develop the stuff you mentioned for personal use, that's awesome and as a fellow WH enthusiast I encourage it. I love the hangar idea, but if you want my input here it is: I'd suggest making the 'bolt-on' fighter bay a cramped place since it wasn't in the original ship design. You could... -not allow repairs to fighters (as you mentioned) -make the bolt-on bay replace the shuttle bay (so only ships with a shuttle bay can use this mod) -not allow full strength squadrons (since a 'damaged' squadron actually just has fewer fighters, maybe your small fighter bay can only hold a 3 fighter squadron instead of a full 5 fighter squadron). -force the ship to skip one attack to carry out launch/land operations (it's not a normal part of the ship's operations, so power & resources need to be diverted to the bay when it's used)
Of course, you can use any or none of those suggestions. The most important thing is that you balance out your mod as much as possible, by restricting its usefulness (you don't want your Hammerhead to also be a fully functioning carrier, or you'll make the existing carrier useless) and by setting the point value high enough that your mod won't be an 'essential' mod. You don't want to make a mod that gives an unfair advantage. For instance, the alternative missiles I discussed earlier in the thread are all adjusted to either cost more, be slower, have lower INI or MOV, etc. than the standard Sathrican missiles. I did that so the standard missiles are still useful and powerful, but now I have other options as well.
Hope that helps.
Normal?!? Man, I'd give my left arms to be normal.
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