Andros as Monsters
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(→Enhanced shiplist: Role) |
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* Added a shuttle to Andro ship. Just 1. | * Added a shuttle to Andro ship. Just 1. | ||
* This shuttle will very very very likely be used as a WW by the AI. ;) | * This shuttle will very very very likely be used as a WW by the AI. ;) | ||
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==== Enhanced shiplist: Role ==== | ==== Enhanced shiplist: Role ==== | ||
* role set to CustomRace1. This will be handy for scripts, if someone wants to code an Andro-only mission. | * role set to CustomRace1. This will be handy for scripts, if someone wants to code an Andro-only mission. |
Latest revision as of 02:04, 5 May 2011
Contents |
[edit] Andros as Monsters
The idea is to implement random encounters with some early basic Andro ships. Nothing fancy: just use the more basic ships of each hull class and add them to the Monsters race.
[edit] Andro conversion rules
[edit] PA Panels
PA Panels don't exist in SFC-OP. We're going to give the ships equivalent equipment based on their effects: shields, toughness and power to the ship.
- Shields
- PA panels are split into 2 hemispheres: front half and rear half.
- count the facing's PA panel.
- multiply by 3.5
- apply the result to each shield part of that hemisphere's facing.
- ie: 10 forward PA's = 35 shields for numbers 6, 1 and 2
- Labs
- Labs enhance and determine shield regeneration in SFC-OP
- count total of PA panels
- multiply by 5/4 (or 1.25), round up.
- Add as labs in addition to any existing labs
- ie: the Intruder starts with 6 labs and 14 PA Panels.
- 6 + (round_up(14 * 1.25)) = 6 + 18 = 24 labs
- ie: the Intruder starts with 6 labs and 14 PA Panels.
- APRs
- count total of PA panels
- divide by 4, drop all fractions
- add as APRs in addition to any existing APRs
- ie: the Intruder starts with 4 APR and 14 PA panels
- 4 + floor(14 * 0.25) = 4 + 3 = 7 APRs
- ie: the Intruder starts with 4 APR and 14 PA panels
- No Hit&Runs possible
- Set the SpecialRole in the shiplist to 'NT'. This prevents any transporter activity against the Andro
[edit] Batteries
- Add batteries multiplied by 5. Increase the BPV by 2 per Andro battery (or per 5 added batteries).
- that's 0.5 BPV per extra hit the ship can take.
[edit] Displacement Device
The DisDev in SFB basically moves ships around like a big ass offensive transporter. It can also move friendly units around. We're simulating the DisDev by making the Andro ship more maneuverable.
- +1 HET bonus per DisDev
- +2 acceleration (12 instead of 10) if any DisDev are on the Andro ship
[edit] Tractor Repulsors
The TRBL and TRBH *do* exist in SFC-OP. Use it.
Additionally..
- +1 tractor per TRBL or TRBH.
- Add +1.5 BPV per tractor added.
[edit] Repair
- +2 DamCon Base (and +4 DamCon Max) per repair box on the ship.
[edit] Hangars
Hangars will be empty till the MWPs (fighter-like!) are available.
- MWPs appear in Y175
- They will be housed in the MotherShip hangars instead of SatShips
- The number of hangars and their size will determine their count.
- as per SFB: each MWP group has up to 18 units
- MWPs take 1/4 hangar space
- we're applying the SFB->SFC 2/3 rule
- the Devestator will have 2 groups
- the ship will have deck crews to the same count of MWPs before the 2/3 rule was applied.
- this is for fighter regen
- MTPs (2 TRBLs) will take up to 1/3 of the MWPs in a group, drop the fractions.
- MTP TRBL arc increased from FA to FH due to AI limitations
- TRBL have 2 shots
- ECM/ECCM bumped by 1. (they are supposed to be PFs, initially)
ie: an Intruder has 3 Hangars. That gives it 12 MWPs in SFB. After 2/3 is applied, we've got 8 MWPs for SFC. 6 of those (2 groups of 3) are MWPs, the other 2 are MTPs. The ship will have 12 deck crews.
[edit] Decoy SSU
Acts like a Wild Weasel. Appears in Y186.
- Added a shuttle to Andro ship. Just 1.
- This shuttle will very very very likely be used as a WW by the AI. ;)
[edit] Enhanced shiplist: Role
- role set to CustomRace1. This will be handy for scripts, if someone wants to code an Andro-only mission.