General Changes Mod

No, I suck at modding =)

Well, I just wanted to throw out some ideas. I know DANMAN already has his 7 Deadly Sins mod out (and I'm a contributor), but what I mean is more of a gameplay mod; not content. I realize that some of my ideas are impossible unless a dev includes it in a patch, but I think we perhaps get some ideas moving, and maybe some modders can take an idea or two.

So, my Ideas:

Different Superweapons and Interception: I know, darn near every mod has a new superweapon or increses the damage or explosion, but what I'm thinking is different.

The superweapons I propose are more powerful and impressive, but there is a limit, or should be a limit, depending on the option set before starting a game, to how many can be constructed. The new ones should be twice as powerful and impressive, but should be twice (or thrice) as expensive and you should have to buy each shot, with a limit of three per weapon. The explosion should also affect nearby modules and ships. This forces the player to take shots carefully and not just throw them around for effect. Firing a superweapon should also have an effect on your standings with other people, that is in a single-player skirmish with computers. Someone who you have 100% standings with, but is allied with other factions would drop a point or two out of astonishment, for lack of a better word, while if you and the computer are together only, with no other alliances, the standings would stay the same or increase if the faction you shoot at has been aggressing your ally.

Interception would work by having a module with range of maybe 2 or 3 planets equipped with intercepting shots, the type would depend on the faction (Missiles for TEC, etc), and with a limit of 5 of these shots per module (buying each one, of course). If a superweapon comes within range of the module, it would fire a shot, intercepting it and destroying it before it reached a planet. For balance reasons, the module may not always work, if it misses due to positioning or an avionics error, or if the interceptor is not strong enough to destroy the superweapon, because research has not been done to increase the efficacy of weapons in general (I'm talking about the missile upgrades, for example). Why do I say it's for balance issues? Well, it would just turn into a superweapon standoff between who has the most interceptors and most superweapons. Every time one side launches, the other side intercepts, with no hope for a single shot to hit. Although 100% hits from interceptors would encourage fleet warfare, there should be more than one side to gameplay.

Why do I say all this? In my experience, the superweapons in game are just too unimportant in their present state.

Other inter-planetary abilities:

Aggressive Patriotism for Broadcast Centers. Just an increased bout of culture spread for a limited amount of time.

Not sure what else, although there could be some different offensive abilities such as artillary and Forced Invasion.

Mobile Artillery: This could add another side to gameplay, with long-range shells bombarding next-door planets. These shells, naturally wouldn't be for taking down planets, but for destroying groups of ships with splash damage and buildings. When firing at a planet you don't have recent intel for, three round would be shot randomly. If you did have intel with a probe or if you have troops there, objects could be targeted. Shooting at troops right next to yours should be hazardous, as the splash damage would take out your own ships.

Fleet Warfare:

I think the frigates aren't combating the way they're supposed to. They aren't meant to just stand still there and be fired at. This isn't the 1700s. Frigates should be orbiting a large target or at least keep in motion around a target to prevent from being hit. This would allow a group of frigates to take down a cap ship, who can't fire successfully at a smaller, mobile target. In contrast, if the frigates engages a strike force with a cap ship and a couple of other frigates, then the strike force should be able to win. LRM and Siege frigates are designed to stay in one position, however.

As a countermeasure, Stasis Webs would be employed by a cap ship to slow down enemy frigates, and hit them a bit easier. Webbing would be included for the combat-oriented ships like the Kol or Radiance, but not on support ships and carriers. On those capital ships, Jump Scramblers should be included in order to prevent other ships from just leaving. I know Phase Jump Inhibitors do a similar thing, but at a Plasma storm or other interdiction zones, Scrams would help immensely to keep the other fleet from running.

A Titan-esque class of ships should be included, ala Olympus class, in another thread.

Three tiers of ship defense should be included for each ship - Shields, Armor, and Hull. I do think Armor should be shown as an actual dynamic value, rather than something to upgrade and see how much of it a ship has. Shields would go down, then the more resilient armor, and then finally the hull would be exposed. When a ship has taken hull damage, they should enter a sort of limp-home mode, where they cannot fire any weapon or use any ability. By that time, the ship should retreat if it can. The ship should remain in this mode until 25% of its armor is restored.

Openly connected maps should be relatively easy to mod in. There should be limitations, like not being to jump from one end of a map to the other. What I'd like to include are Deadspace zones. Deadspace would be in between planets and would be accessed by clicking in the middle of planets. Fleets would be forced to exit there by way of a Jump or Hyperspace inhibitor, however the fleet could move to the end of the pocket and continue to the planet. The inhibitors could be used in conjunction with fleets waiting in the deadpace pocket, forcing the fleet to fight, turn back, or make a mad dash to the end of the pocket. I know other celestial objets serve the same purpose, but this provides for random encounters, and can be used between any planet. Putting plasma storms next to every planet would be kinda stupid.

Point Defense: I know a lot of people have complained about the relative lack of point defense on Capital ships. These should maybe be laser or intercepting missiles to prevent missiles or maybe even a low-level ability from hitting the ship in question.

Also, I think planetary defense should be a little different. Shields should emanate from the planet itself, and should be bought, then upgraded. This would guarantee a little more time for the cavalry to come in and fend off the attacking forces. We could use varying types of buildings for defense, too. Perhaps the Hybrid Gauss gun/hangar defense Aractain (methinks) was working on could be one of them. But there should be an anti-fighter gun and something a little different from the Gauss gun for TEC, like a missile battery and some sort of smartbomb launcher. This could be adapted to all three races.

Hardpoints on ships. Just putting it out there.

Volt

 When firing a superweapon, allegiance should go down for a short period of time. When hit by a superweapon, Patriotism increases and increases allegiance.

SpardaSon21

Allegiance should shift when battles or war is over (by way of conquering the enemy). Allegiance from planets should increase slightly when a major win has occurred, and go down when a major battle has been lost.

Not Said by Volt, but inspired by him - Similar system with diplomacy, especially when going to war.

I think that's the end of my long and tedious post. Could whoever survived tell me what they thought of my ideas, and maybe post their own. I'll add it up here under their name.
11,248 views 14 replies
Reply #1 Top
Hey you mentioned me, or rather my idea (Olympus Class)

Well I like the idea and that pretty well sums up what most people want in a mod so I'd say have at it...

"The superweapons I propose are more powerful and impressive, but there is a limit, or should be a limit, depending on the option set before starting a game, to how many can be constructed. The new ones should be twice as powerful and impressive, but should be twice (or thrice) as expensive and you should have to buy each shot, with a limit of three per weapon. The explosion should also affect nearby modules and ships. This forces the player to take shots carefully and not just throw them around for effect. Firing a superweapon should also have an effect on your standings with other people, that is in a single-player skirmish with computers. Someone who you have 100% standings with, but is allied with other factions would drop a point or two out of astonishment, for lack of a better word, while if you and the computer are together only, with no other alliances, the standings would stay the same or increase if the faction you shoot at has been aggressing your ally."

Well what I was thinking was that perhaps not only would it affect relations, but it would affect allegiance. Nobody likes getting nuked or nuking (aside from Kim, but this isn't a political thing) so when you are nuked your allegiance goes up (sounds weird but wait a minute) and when you fire, your's goes down. Now the reason that getting nuked would make it rise is: what happened after 9-11? (such a funny date...50th birthday of the pentagon and the number that you call for help). The answer is that America pulled together and wanted to fight terrorism united, but then you have people that want to pull out, but I'm not going to let myself start bashing democrats...The bottom line is, for a brief period, America's resolve was stronger than it had been in decades.


Reply #2 Top
I absolutely agree with that. Superweapons should have an effect on allegiance.

Going to war should have the same effect, too; losing diplomatic agreements and getting your rear handed to you isn't very uplifting.
Reply #3 Top
Right, If you go to war, your allegiance goes down, if you are attacked, maybe up a little bit.
Reply #4 Top
What about winning the war soundly? That would definitely increase allegiance, because people like hanging out with winners. Besides, they might decide that you want to conquer them next, and sidling up to you and being your friend might help them avoid that.
Reply #5 Top
That would be something to add to the AI, when you conquer someone else, so long as its not their ally, your standing with them goes up, not out of respect, but fear...
Reply #6 Top
Right.


Any thoughts on Deadspace and mobile artillery?
Reply #7 Top
Oh, well deadspace, well that would simply be a way to make the maps larger. They would increase the playing field, and as for mobile artillery, I have a few ideas for that for my mod...(not at liberty to discuss)
Reply #8 Top
Aww, come on =)

We're all friends here.
Reply #9 Top
Tu~ no esta~ en mi amigos de mi video jeugos...If you figure that out, I might tell you...(if you were what I just said)

Its amazing what one year of spanish can do...
Reply #10 Top
You are not my friends in videogames.

and no, I didn't put a babelfish in my ear, either.

It's videojuegas, by the way.
Reply #11 Top
I thought it was two words? anyways, yah I'll tell you...(was going to anyways) But, to get something that works as mobile artillery, you would want some ship that had the modified ability of say the novalith. The other option is to make a mobile turret thing that has a souped up version of the cluster warheads ability. yes it would vary from one race to the next but it is the same concept. so for the warheads:

change it from:
TXT
entityType "Buff"
onReapplyDuplicateType "StackNewBuff"
buffExclusivityForAIType "NotExclusive"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
buffInstantActionType "DoDamage"
instantActionTriggerType "OnDelay"
delayTime 0.000000
damage
Level:0 10.000000
Level:1 0.000000
Level:2 0.000000
damageAffectType "AFFECTS_SHIELDS_AND_HULL"
damageType "PHYSICAL"
isDamageShared TRUE
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"

to

TXT
entityType "Buff"
onReapplyDuplicateType "StackNewBuff"
buffExclusivityForAIType "NotExclusive"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
buffInstantActionType "DoDamage"
instantActionTriggerType "OnDelay"
delayTime 0.000000
damage
Level:0 50.000000
Level:1 0.000000
Level:2 0.000000
damageAffectType "AFFECTS_SHIELDS_AND_HULL"
damageType "PHYSICAL"
isDamageShared TRUE
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"

Also to increase the area that it hits by changing:

TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
buffInstantActionType "ApplyBuffToTargetsInRadius"
instantActionTriggerType "OnDelay"
delayTime 0.000000
buffType "BuffClusterWarheadsDoDamage"
targetFilter
numOwnerships 1
ownership "Enemy"
numObjects 3
object "CapitalShip"
object "Frigate"
object "PlanetModule"
numConstraints 0
range
Level:0 1200.000000
Level:1 0.000000
Level:2 0.000000
maxTargetCount
Level:0 6.000000
Level:1 0.000000
Level:2 0.000000
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
largeEffectName ""
soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"

to

TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
buffInstantActionType "ApplyBuffToTargetsInRadius"
instantActionTriggerType "OnDelay"
delayTime 0.000000
buffType "BuffClusterWarheadsDoDamage"
targetFilter
numOwnerships 1
ownership "Enemy"
numObjects 3
object "CapitalShip"
object "Frigate"
object "PlanetModule"
numConstraints 0
range
Level:0 4000.000000
Level:1 0.000000
Level:2 0.000000
maxTargetCount
Level:0 20.000000
Level:1 0.000000
Level:2 0.000000
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
largeEffectName ""
soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"
Reply #12 Top
Perhaps then, we could all collaborate on one large GCM?
Reply #13 Top
Hmm...well, the intentions would be good, but the true question would be, what is the devotion level of those involved? I am a pessimist yes, but unfortunately, that also means I am often right... I would say that most would say that such a mod, should be done..but who would be there to do it? Such a large mod would normally require such a large team, but I think you'll be just fine...Perhaps find a partner or two..that would be willing to help with the whole thing...I'm just not much of one or "sharing" I mean, yes credit goes around, but in most cases if you want something done right, you've got to do it yourself..The other thing is, I hate red tape and logistics...whenever you put another person on a team, you have to be ready to have balance issues. Teams need leaders for this reason. Someone must be responsible for providing information to all those involved, and must make sure that the teams' vision of the project is that of the leader...also, be willing to compromise..I personally hate taking sides, but you must take the side of what you find to be that with the greatest logical potential...

In short..I do not think we should all work on a mod, but I do think that you could and should create a small team of members, the likes of which I would be happy to be on, that would accomplish the task..I would truely like to help, but I simply warn you, that more members equals more headaches, this is the reason I only have one partner, Soviet911v2. Though he swears a little more than I would like, he does a great job modeling and texturing, whereas I am good at coding. If and when you create a team, figure out what the members are best at. One of the worst thing one can do is to overlap jobs...


Well, now you've heard me babble, and I appologize for it...because you probably don't really care, but like I said I'm just a pessimist. Through my eyes, the world is not a happy place, and this is why I write the way I do..Not that I am cold and unfeeling and disregarding of others' efforts, but that I actually care which is the reason...The only difference between myself and the people on the corner wearing a sign that says the end is near, is that I am logical, and only say what I can support...(well obviously aside from wearing the sign itself. :p )


Well I guess that I still haven't directly answered the question yet..I think that a large GCM is quite doable, but not by a large team, a small team (once again, one I would be proud of being a member of) would function the best. Unfortunately if you mean one large GCM means that we are simply making a new 7DS, I would decline. I am not interested in simply smushing other's ideas into one and calling it my own, I prefer on something original..

Oh, and just so you know, if you do allow me to help, I suggest that you be warned that I am quite critical..not because I am cruel once again, but that I do care (and the fact that I'm OCD  ;) ..mostly the fact I'm OCD...)


~Volt Cruelerz~ "Jelly Doughnout" (you don't want to know..one of my friends...)
Reply #14 Top
*Bump*

Well, sorry to hear that, Volt. 7DS was designed to isolate the best nids and to implement them in the most efficient way possible. Here's we wouldn't be adding units and such; this mod would be for enhancing the game itself.