nebulas

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posted on September 25th, 2009, 5:31 pm
Last edited by Baleful on September 25th, 2009, 6:57 pm, edited 1 time in total.
i guess i missed FO orientation day, but i finally dug up my old A2 manual, and looked up the nebula's and there effects, and compared that to Dom's guide, and they dont match.

i guess what i'm asking is WHY they were changed and are there any changed planed in the future.

i know the Red one used to slow you down & cause damage,

the Yellow one (non existant now) killed crew. (good for 8472 as they are immune, though the AI dont know that.

one of them (blue i think)  shut off the weapons.

i think some of the old effects were neat and was sad to see them go.

any chance of bringing them, or even some of them back?
posted on September 25th, 2009, 5:35 pm
I got some pics of nebulas I'd think would be good to add... though they all r big...

Here is one of them...

Attachments

NGC2440.jpg
posted on September 25th, 2009, 5:42 pm
I think the old effects weren't consistent with the changes to FO i.e. no warp, different races, changes to crew amounts, different weapon types, some classes not having shields, etc.  When I first started playing FO several months ago I noticed the same thing when I went to start making maps.  I think it works out much better this way.
posted on September 25th, 2009, 5:49 pm
The current way has low variety and almost all of them do the same thing (disable cloak and hide ships) with only one added effect, which is also shared between multiple ones as well. They are worse now than in stock.

No Warp means nothing to a Nebula because they effect Impulse too. The old effects were much better.
posted on September 25th, 2009, 6:58 pm
i had an idea for a universal shipyard.  ANY player could use it, but the thought of

what stops emenys waiting in line for the same starbase from shooting eachother?

then i had the brilinat idea :woot:,  put the thing in a blue nebula,  but the no shoot effect is gone now, so i dont know.  :(
posted on September 25th, 2009, 7:01 pm
Doesn't waiting for Repair's already disable attacking? Ships waiting in line never attack anything unless the Repair is cancelled.
posted on September 25th, 2009, 7:15 pm
there was the thought of getting TO the shipyard to get in line for it.  plus not being able to destroy the shipyard itself.
posted on September 25th, 2009, 7:20 pm
Put the Yard on an unused Team, and setting 'Percieved Team' to 0 should prevent them from attacking it. As for the ships, I'd leave them as fair game.
posted on September 25th, 2009, 7:21 pm
How come every nebula thread somehow switches to neutral shipyards? :blink:
posted on September 25th, 2009, 7:22 pm
1337_64M3R wrote:How come every nebula thread somehow switches to neutral shipyards? :blink:

In this case, I think the Neutral Yard was behind the Nebula part. Other than that, it's just a habit threads have...
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