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Umm 550+? systems. I'm thinking A. you're smoking crack B. you're one of those massive optimists C. you have the a massive team working for you on this. But never the less more than one for of fighter, a type of frigate, a carrier or two, and more ships that you please for each government. Think of it like star wars fill in the blanks rip out all the ships and theres a pretty good structure for you.
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You could allways include some 'prodigy' ships which can take on characteristics of another ship class so the player would not always end the game in the biggest, slowes heavyest (sp?) warship: A fighter that can go toe to toe with small warships A warship that can out manuver some fighters A freighter that isn't slow and weak A really long range ship with like 25 jumps of fuel Some sorta freighter-fighter-warship combo ship ect.
As this is supposed to be a poll, I'd like to ask everyone these questions:
(list=1) () What do you think are some key characteristics in a frigate? () What makes a bomber different from a big, slow, badly armed warship? (/list=a)
------------------ ŃCafall
Quote
Originally posted by Cafall: **As this is supposed to be a poll, I'd like to ask everyone these questions:
**
Well a frigate should (IMO) be a pretty well armed warship that is still manueverable.
And a bomber (again, my opinion) should be about the size of a fighter just slower and better armed.
My ˘2.
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(list=1) () What do you think are some key characteristics in a frigate? () What makes a bomber different from a big, slow, badly armed warship? (/list=a) **
1. A frigate is a small, lightly armed, warship mainly used for anti-sub warfare, reconaisance, and combating small surface ships. In EV terms, it is lightly armed, can take a few hits but not too many, and fast. 2. Depends on the bomber. A true bomber is (in EV) 1.5 times the size of a fighter and carries heavier weapons, has far less manueverability, less speed, and is pretty much defenseless against enemy fighters. An "attack" craft however, which is what is more widely used in the real world, is the size of a fighter, is almost as manueverable and speedy, and has some protection against enemy fighters.
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Don't forget that it's possible to have multiple plugins in the EV:O folder at the same time. Why am I mentioning this? Because that means that you can release your large-scale TC piecemeal, a couple of governments at first (enough to require some combat) and then one government at a time, complete with extra ship, misn, pers, and all the rest.
Otherwise, you'll never finish the damn project. I would suggest trying to produce a 'baby TC' which demonstrates that you have some worthwhile ideas, and the necessary skills - both in terms of plug development and project management. Shown a genuine, functional (if modular) project, people will be more inclined to offer assistance. The folks here have seen too many ambitious plugins announced, that never see the light of day.
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Yeah. Subdividing the plugin into smaller ones is a good idea. However, I tried this, and the !@#$ing spďt/spďn resource always screws me over. It's so annoying. I'll get around to figuring it out. When... there's a decent editor out.
The Lineas ships (alien ships) were made into such like this. It's just SOOOOOOOO hard to make all three pix for each of the ships and keep them organized enough to work with them. You know I made 200MB of documents, folders, pictures, text, for this plugin so far? It's ridiculous...I'm just going to wait for a decent editor...Too confusing.
But yes, the ship issue is a big one.
-Lequis
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Editors are only half the story. An editor may eliminate some of the clerical work required, but you still need to understand the fundamentals of how EV:O works. As such, you need to get to grips with plugin building using ResEdit, while you wait for somebody to write something more appropriate.
FormulaCalc is one application that has been incredibly helpful; another would likely be one that integrated all the graphical aspects into one ID editor. The spďn and spďt is maddening. But yes, I do know how to use ResEdit, for the most part...however my plug-in progress has been stalled due to excessive work and things to do-- so I will wait for an editor. Whose release date has yet to be announced.
Originally posted by VoinianAmbassador: **Don't forget that it's possible to have multiple plugins in the EV:O folder at the same time. Why am I mentioning this? Because that means that you can release your large-scale TC piecemeal, a couple of governments at first (enough to require some combat) and then one government at a time, complete with extra ship, misn, pers, and all the rest.
I agree that over ambition has been the death of many worthwhile plugins. On the other hand, I'm not sure I'd bother to download a partially completed plugin -- and I'm not sure how a baby TC could actually work -- would it totally replace part of the galaxy and leave the rest? If so, it would miss the main point of a TC, which is to get away from the EV/O universe and offer the player a different one.
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I had in mind that a 'baby TC' would delete all known game resources, and replace them with a smaller, simpler set of governments, ships etc. On its own, plug 1 of the 'baby TC' would provide just enough systems to depict two races, presumably in conflict. Subsequent plugs would add additional races, or perhaps colonies of the original civilisations.
I think that leaving some of the original EV:O galaxy in place would be a big mistake.
The release of a plug in this form would demonstrate that the author (or team) is able to get something to a certain stage of completeness... which might help in the recruitment of any additional team-members who might be required. It's also satisfying to the authors to release something and know that it's in use. It might serve to generate the necessary enthusiasm for the remainder of the authoring project.