These are a few quick questionsHave you planned out any research tree for the Tau'ri yet?Also will the Tau'ri be able to use any ancient ships/ technology, (Aurora class warship, drone defenses, city ship)?Last will the X-304 (Daedalus, Apollo, Odyssey) be a capital ship, because if not then it wouldn't make much sense to have one of the most powerful ships in the show be a cruiser.
We've begun planning out the research tree. We're pretty much finished with the Asgard section. From there, we're not sure where we'll go.
The Tau'ri will probably use a lot of Ancient tech since their based of operations is Atlantis. Drones will probably a rarer form of planetary defenses. Also, we plan to have the city of Atlantis be a playable ship. So yes, the Tau'ri will make use of Ancient technology.
The 304 is going to be a cruiser. It is replacing the Kodiak Heavy Cruiser. It will be the most powerful of the cruisers. The capital ships are going to be based on fan lore as well as other literature put out by the creators of Stargate. I believe there are a few books we are basing this information on. Yea, the Daedalus was powerful, but no match for even one Hive ship until it is outfitted with Asgard technology. We want the Tau'ri's capital ships to be much more competitive with other races' capital ships.
These are my opinions on the space gates being included in the mod.I still don't like the idea of using space gates or super gates to go to planet to planet within the same solar system. Just to win, all you have to do is send a masive fleet of smaller ships through each gate early on in the game. Sure you can have the iris researchable, but i'm sure that may come a little after setting up the space gate. If by all circumstances the space gate is included in the mod, travel should be only allowed to scout ships or fighters to balence the fighting. The space gate iris should be used as a main defence of being discovered and when clicking on the gate you have the option to leave the iris on or off(having it left on will also prevent you from using it also). The supergate would be most utilised if there were one in every solar system to make travel between each system quicker. So please don't swap the hyperspace for space gates(unless its for scouts), it'll only bring up more issues. I like the progress guys. Great job.
We don't plan on the stargates taking the place of hyperspace travel. That's why we'd like to have a custom map pack to release with the mod. That way there are strategically located star and super gates so no one can 'rush' through a stargate and win too quickly. And if we do implement them as planet modules able to be built, we would like to place a limit on the number of ships you can send through.
For example, we could have the gate use antimatter to transport the ships, once the antimatter is depleted, it will take a long time to recharge. We would have to balance everything also. Also, the person using the gate would have to have discovered another gate. Just like in the show, they would need to know the 'coordinates' to the second gate.
Again. How we use stargates in this mod will all depend on what the developers give us access to.