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Frontier Assualt X-Wars Realism Mini-Mod
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Lord_Dakier



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Joined: 08 Dec 2006
Posts: 1174 on topic
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PostPosted: Fri, 30. Oct 09, 02:55    Post subject: Reply with quote Print

Well the PAC is a light weapon, the HEPT a heavy and the PPC a capital.

I tuned down the damage from the PAC and HEPT but increased the PPC except fire rate.

The main changes will be with ships. I use a basic work from on the turn rates and speeds but nothing is final.

You may want to cheat abit to get some capital ship combat. This is where the changes really take place. It is designed to make the game last longer.

EDIT - Oh and soon IRE's will only be used for missile defence. The higher the form of it the further the range.


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NiallCavanagh





Joined: 12 Jun 2004
Posts: 14 on topic

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PostPosted: Fri, 30. Oct 09, 15:19    Post subject: Reply with quote Print

This mod sounds very good. I've found the vanilla game balance odd in that an Orinoco is capable of taking down just about any other ship, if equipped with a couple of IONs and a PSG (with a Strafe drive to duck the incoming fire).

I have downloaded the 'alpha' trial and hope to give it a whirl this weekend.

I assume it is designed to run on 1.4?

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Lord_Dakier



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PostPosted: Fri, 30. Oct 09, 18:49    Post subject: Reply with quote Print

Yeah only the IRE's, PACS, HEPTS and PPC's have been modified so far.


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sergoba





Joined: 19 May 2009



PostPosted: Wed, 4. Nov 09, 09:42    Post subject: Reply with quote Print

i tried it out and that mission in story mode where you fly the TP to collect mi ton is impossible, the moment the pirates appeard my shields went down (after selling the 25 mw's and buying some 5 mw's) the other ship appeard and killed them all but one mandalay was left wich then almost killed me!

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Lord_Dakier



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Joined: 08 Dec 2006
Posts: 1174 on topic
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PostPosted: Wed, 4. Nov 09, 21:16    Post subject: Reply with quote Print

Yeah, like I said its not ready for any heavy play such as the storyline and its just an alpha. I think the PAC's and HEPT's may be too powerfull but I am trying to adjust the PPC's at the moment.

Hmm... fighter to fighter combat is supposed to come to a result much quicker unlike when I saw a Mamba and an Orinoco go at it for like half an hour.


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sergoba





Joined: 19 May 2009



PostPosted: Thu, 5. Nov 09, 09:35    Post subject: Reply with quote Print

[quote] than when i saw a split mamba and an orinoco go at it for half an hour.
Quote:


thats hilarious, its so annoying when that happens but at the same time when two ships just sit there spinning about each other unable to hit each other it can be funny to watch. especialy if its two ships with no guns for whatever reason. Laughing


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Lord_Dakier



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PostPosted: Fri, 6. Nov 09, 01:40    Post subject: Reply with quote Print

Well the idea is to make fighters much more lighter and more expendable than they were before. An M3 will now cost around 300-500k excluding prices on equipment.

Basically all ships will be cheaper. Except for TS' I may keep them the same. The player will now need to be more active in the universe. If stations cost more and TS' stay the same in cost, hopefully this will encourage the player to fight their way into profit. Like I also said... trade runs will mean more than a do-before own factory chore.

I am working so I can't say when the next version will be out. However I'll do my best to complete the weapon balances.


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