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- 30 Mar 2008
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Hi all,
time to bring this thread back from the dead. It's been a while, but I still have every intention of releasing v2.0 of the BSG HRM. So with that said, I want to take this thread back to its roots...
Version 1 has now been out for a bit, and has had a number of downloads. I want to know what needs fixing. The biomatter resource bug is an easy fix and already edited out, but what else would people like to see changed?
Also, what would people like to see in v2? I'm not talking new ships, because I don't have the ability and quite frankly, the colonials have ships coming out of their ears. I'm talking balancing, specials, the small things that makes a mod play well and not just play.
Here are the ideas so far for v2:
None of this in insurmountable, many of these bits have worked in one form or another in various test beds TF and I have built over the months, the problem is (as ever) time. So I ask for your continued patience.
time to bring this thread back from the dead. It's been a while, but I still have every intention of releasing v2.0 of the BSG HRM. So with that said, I want to take this thread back to its roots...
Version 1 has now been out for a bit, and has had a number of downloads. I want to know what needs fixing. The biomatter resource bug is an easy fix and already edited out, but what else would people like to see changed?
Also, what would people like to see in v2? I'm not talking new ships, because I don't have the ability and quite frankly, the colonials have ships coming out of their ears. I'm talking balancing, specials, the small things that makes a mod play well and not just play.
Here are the ideas so far for v2:
- I hope to include the changes to the colonial fleet that have been metioned before. Namely variants of the Valkyrie/Valhalla class.
- AIPs, to allow for colonial civil wars.
- Cylons, not as a full race, but as a limited playable race (and with its own AI). Thus making v2 more of a three quarters race mod...
- Flak weapons will be included. In the unlikely event that I do not finish this mod, I will release the flak weapons and revised ship odfs seperately. So rest assured, flak weapons will make their way to you guys in one form or another.
- Specials weapons - I'm not one for specials, I prefer to just have ships with different weapons capabilities, ranges etc. But more subtle and realistic specials I am willing to include, and if people have ideas then please speak up.
- The Marines will stay, although I am considering a variation for the civi fleet that will allow redistribution of crew to damaged battleships. It makes crews a valuable resource and makes the civis something other than target practice.
- I am considering the introduction of point defence weapons. Not for all ships, and workarounds will need to be devised to make them less than 100%.
- Nukes, thought long and hard about this one but nukes are a big part of BSG. They'll be tactical in nature (so ship killers not fleet killers) and carefully managed. I'm trying to do something a little different with the Nukes to give them secondary benefits/drawbacks, hence my question on another thread about shockwave weapons... If it doesn't work out they may just end up being arty torpedoes, but there will be nukes.
- And there are a few other odds and ends that TF sent me and I need to jig into a workable mod. I won't list them all because if I'm writing I'm not modding
None of this in insurmountable, many of these bits have worked in one form or another in various test beds TF and I have built over the months, the problem is (as ever) time. So I ask for your continued patience.