[MOD][GMM]SSk77 Mod's [USS Enterprise now]

Distribute and discuss mods that are functional. Moderator - Grognak
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

[MOD][GMM]SSk77 Mod's [USS Enterprise now]

Postby SSk77 » Fri Sep 21, 2012 8:32 pm

ProjectX: here
USS Enterprise: here

FIXED LINK AND IMAGES ONLY BEING VIEWED BY ADMs NOW YOU JUST NEED TO REGISTER OR DOWNLOAD RIGHT HERE:

ProjectX: http://www.mediafire.com/?k3k3lx2dgk9m4
USS Enterprise: http://www.mediafire.com/?69sik9to6irj1
Last edited by SSk77 on Wed Sep 26, 2012 11:37 pm, edited 38 times in total.
Zaffre
Posts: 144
Joined: Tue Sep 18, 2012 5:09 pm

Re: [MOD]SS Missiles

Postby Zaffre » Fri Sep 21, 2012 9:24 pm

An interesting concept, but wouldn't it be somewhat overpowered? The Hermes missile does the exact same (three damage, pierces shields) but it requires three power. If you made the charge time somewhat longer it would balance it out more. But it's not my mod, so I can't change anything. Just a suggestion :)
Whale Cancer
Posts: 272
Joined: Fri Sep 21, 2012 3:28 pm
Location: Vancouver, BC

Re: [MOD]SS Missiles

Postby Whale Cancer » Fri Sep 21, 2012 9:27 pm

Zaffre wrote:An interesting concept, but wouldn't it be somewhat overpowered? The Hermes missile does the exact same (three damage, pierces shields) but it requires three power. If you made the charge time somewhat longer it would balance it out more. But it's not my mod, so I can't change anything. Just a suggestion :)

I think the point is to be overpowered. He mentions it is intended to make the game easier.

It's no my cup of tea, but godspeed.
Contribute to help save the Whales from their various diseases! *DELAYED* Should release the skeleton with the main quests attached by the end of the week (By NOV 9)! *DELAYED* Don't listen to my dates! Things always seem to come up!
Zaffre
Posts: 144
Joined: Tue Sep 18, 2012 5:09 pm

Re: [MOD]SS Missiles

Postby Zaffre » Fri Sep 21, 2012 9:29 pm

Well, I can't blame him; it is a hard game. But, as the Dwarf Fortress fans say: "Losing is fun". I don't abide to this, however, and removed the rebel fleet via modding, but primarily because I wanted to explore more; experience the game to its fullest potential.
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

Re: [MOD]SS Missiles

Postby SSk77 » Fri Sep 21, 2012 9:39 pm

Zaffre wrote:An interesting concept, but wouldn't it be somewhat overpowered? The Hermes missile does the exact same (three damage, pierces shields) but it requires three power. If you made the charge time somewhat longer it would balance it out more. But it's not my mod, so I can't change anything. Just a suggestion :)


I made it overpowered for people that wnat to learn more about playing, see new items, have a chance to win the game, if don't want it ok :) Thanks for the opinion and give ideas!
froz
Posts: 21
Joined: Fri Sep 21, 2012 9:30 pm

Re: [MOD]SS Missiles

Postby froz » Fri Sep 21, 2012 9:58 pm

Am I the only one that doesn't feel good about the name you chose?
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

Re: [MOD]SS Missiles

Postby SSk77 » Fri Sep 21, 2012 10:11 pm

froz wrote:Am I the only one that doesn't feel good about the name you chose?


No ideas ):

Give some (:
froz
Posts: 21
Joined: Fri Sep 21, 2012 9:30 pm

Re: [MOD]SS Missiles

Postby froz » Fri Sep 21, 2012 10:12 pm

Whatever not connected to Hitler would be good.
Alblaka
Posts: 98
Joined: Thu Sep 20, 2012 1:41 pm

Re: [MOD]SS Missiles

Postby Alblaka » Fri Sep 21, 2012 10:16 pm

SSk77 wrote:
froz wrote:Am I the only one that doesn't feel good about the name you chose?


No ideas ):

Give some (:


EasyKill Missile
Striker Missile
SRM / MRM / LRM
ProjectX-Launcher (could use a description detailing the weapon is more powerful because of being a secret Federation prototype)
Greetz,
Alblaka
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

Re: [MOD]SS Missiles

Postby SSk77 » Fri Sep 21, 2012 10:36 pm

Glad alblaka and by the way, isn't you the creator of IC and IC² ??????

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