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-   -   *** Star Trek Mod Discussion *** (http://forum.shrapnelgames.com/showthread.php?t=6130)

Captain Kwok December 18th, 2002 09:39 PM

Re: *** Star Trek Mod Discussion ***
 
I just had to be sure that I got the 500th post!

That is all.

Timstone December 20th, 2002 01:43 PM

Re: *** Star Trek Mod Discussion ***
 
Just posting to let you know that I think your website is awsome! Great work on the starships. I really like it! Two thumbs up for you my man! Keep up the good work.

Captain Kwok December 21st, 2002 12:04 AM

Re: *** Star Trek Mod Discussion ***
 
I updated the Treknology list since I neglected to do that during the Last update. There is about a dozen small changes - denoted by either UPDATED or NEW.

I was working on the mod at work, since I'm not that busy and what do I do? I forget the disk at work with the updated files. Ugh, I'll have to wait until Monday to get it. Nothing super important, but a minor glitch to my weekend plans.

***

I have decided to date the mod to 2379 in the Star Trek universe. This means that it just includes the events in Nemesis, which will figure into the backstory that will go with the mod and possible future scenario. In addition, I have also decided to ignore any technology displayed in Voyager "Endgame".

***

I have also decided on three races I will add to the mod in the future:
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Breen (few organic techs)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Tholians (crystalline techs)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Species 8472 (organic techs)
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">I passed on the Gorn, but I would like to make them a very customized neutral. The Breen were picked because of their involvement in the Dominion War. I choose the Tholians because they were mentioned often as a significant empire in galatic affairs and Species 8472 since they're popular with the younger crowd.

Magnum357 December 21st, 2002 09:50 AM

Re: *** Star Trek Mod Discussion ***
 
Hey Captain, I've been away from a while and love what you have done with the website. Your Star Trek ships (even the "non-cannon" ones) are suberb! I just watched Nemisis and to be honest, I rather enjoyed it. I've been hearing a lot of critizism of it and was skeptical going into the movie to watch it, but I felt I spent my money better with this movie then I did with Last ST Movie. Granted, their where a few issues I sort of scratched my head at, but they were fairly minor. The whole movie actually felt more realistic to me then any of the other Generations movies. It didn't beat out my favorite "Wrath of Kahn", but it definitly was not a Star Trek V. For anyone hear that hasn't watched Nemis and are skeptical about going, I still recommend going to the theater and try to treat the movie as something shocking happening to the Enterprise and Federation (kinda like 9-11 in a way). For a short story, it was good in my opinion.

I'm glad to hear that you are not adding the Voyager "Endgame" tech Captain. Where I live, we couldn't get Voyager so I have no clue what the heck happened in the Last 3-4 seasons of the show but from what I have heard it was getting stupied (at least what people have told me).

I also like that you are adding the Breen and Tholians. I have no clue what you are going to do in making the Breen unique, we know so little about them. And even less about the Tholians, but they are both mentioned a lot and even the Tholians were mentioned in Nemisis.

Question though, are you considering implementing this "Theta Radiation" weapon we see in Nemisis? Its pretty deadly stuff, but a lot of these "Weapons of Mass destruction seem pretty deadly. Don't know if this weapon would have any unique qualities to it to be speacial compared to other systems.

Magnum357 December 21st, 2002 09:57 AM

Re: *** Star Trek Mod Discussion ***
 
Oh! One more thing to add Captain. Have you thought of having 2 ship classes for each race that are used early in the game? I remember you saying for example that the Feds would have the Excelcior Class ship early in the mod. I have no problem with that, but how about a "Light Hull" and "Heavy Hull" used early in the game for each rece, then later as your tech progresses, you get your standard ship hulls as you have listed on your website.

For example, you could have the "Miranda" class (i.e. Reliant) as the Feds "Light Hull" and the Excelcior as your "Heavy Hull" early in the game. The Romulans, Klingons and other races could also have "Early Hulls" (23rd Century) for the early game too. If I recal, during the Dominion War, many Miranda's where used in the conflict.

Captain Kwok December 21st, 2002 03:27 PM

Re: *** Star Trek Mod Discussion ***
 
In the future, I might add more ships of older types (i.e., Miranda, etc) to create that feeling of progression between eras, but for now I'm sticking with the TNG timeline and the ships of that era.

The radiation in Nemesis was Thaeleron, not theta. I'm considering if I should add it as some sort of planet weapon.

I really liked Nemesis too and I feel a lot of the criticism from many Trek fans re: plot holes and such were umm, stupid, because if they listened to the movie, they would realize more than half their holes were not.

Atrocities December 21st, 2002 04:16 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

well umm stupid
<font size="2" face="Verdana, Helvetica, sans-serif">Are you mocking me? http://forum.shrapnelgames.com/images/icons/icon8.gif

On my planet, I would over look such an insult, and not phase shift you into another demention. But we aren't on my planet, are we?

[ December 21, 2002, 14:18: Message edited by: Atrocities ]

Captain Kwok December 21st, 2002 05:26 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Atrocities:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> well umm stupid
<font size="2" face="Verdana, Helvetica, sans-serif">Are you mocking me? http://forum.shrapnelgames.com/images/icons/icon8.gif

On my planet, I would over look such an insult, and not phase shift you into another demention. But we aren't on my planet, are we?
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">No, I'm not mocking you, just those at the TrekBBS. There are a lot of criticisms of the plot that can easily be explained if they ACTUALLY listened to the dialogue!

Atrocities December 21st, 2002 07:41 PM

Re: *** Star Trek Mod Discussion ***
 
God I haven't posted at TrekBBS in eons. I don't even think I am still registered there. I had to re-register a couple of times.

I think we might know some of the same people then Kwok. LOL, small world.

Captain Kwok December 21st, 2002 07:44 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Atrocities:
God I haven't posted at TrekBBS in eons. I don't even think I am still registered there. I had to re-register a couple of times.

I think we might know some of the same people then Kwok. LOL, small world.

<font size="2" face="Verdana, Helvetica, sans-serif">I have never posted there and I don't know anyone there either, I just kind of lurk from time to time to get a general consensus on different things re: Trek.

Ed Kolis December 21st, 2002 08:17 PM

Re: *** Star Trek Mod Discussion ***
 
I assume the Tholians are going to get lots of engine destroying weapons and tractor/repulsor beams? Or did they give up that tactic by the time of TNG?

Captain Kwok December 21st, 2002 09:17 PM

Re: *** Star Trek Mod Discussion ***
 
I haven't put much thought into it, but the Tholians will likely focus on the weapons you described.

A minor update to the starship section, with hull costs now added.

[ December 21, 2002, 19:53: Message edited by: Captain Kwok ]

Shadow Master December 21st, 2002 10:24 PM

Re: *** Star Trek Mod Discussion ***
 
Will players be able to play as splinter Groups of a larger species? And are latter techs caputerable (this is done by making techs have non-researchable prerequisits while being researchable themselves)

Captain Kwok December 21st, 2002 10:32 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Shadow Master:
Will players be able to play as splinter Groups of a larger species? And are latter techs caputerable (this is done by making techs have non-researchable prerequisits while being researchable themselves)
<font size="2" face="Verdana, Helvetica, sans-serif">Players can only play only the major races. Some of the technologies can be captured and when analyzed will lead to new items. An example of this would be Klingon or Romulan cloaking devices that yield specialized sensors to detect them when captured and analyzed.

[ December 21, 2002, 20:32: Message edited by: Captain Kwok ]

Ryan December 21st, 2002 11:58 PM

Re: *** Star Trek Mod Discussion ***
 
Captain Kwok, do you plan on making scenarios for the Star Trek Modification when it is done or at least released to the public? I have a few scenario ideas. Scenarios are my favorite part of SEIVG. http://forum.shrapnelgames.com/images/icons/icon10.gif

Here are my ideas.
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Klingons VS. Romulans, a new war with the Klingons and Romulans is formed.</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Klingon Civil War, have two Klingon races and make them battle each other until peace is formed for 10.0 years.</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Future Federation VS. Future Klingons, something similar to the future part of an episode I do not remember, but the Enterprise C came into Enterprise D's time.
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">Will Q be in this modification?
EDIT: I mixed up the episode names, sorry. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ December 22, 2002, 22:14: Message edited by: Ryan ]

Shadow Master December 22nd, 2002 03:18 AM

Re: *** Star Trek Mod Discussion ***
 
Captain,
You managed to competly avoid the first question.
Can there be 2 Romulan empirers (for example) in the same game? And could they be different in small ways?

Captain Kwok December 22nd, 2002 04:31 AM

Re: *** Star Trek Mod Discussion ***
 
It's possible in SE:IV to play multiple Versions of the same race, so yes, if you wanted you could play different Groups of Romulans, etc.

Magnum357 December 22nd, 2002 09:36 PM

Re: *** Star Trek Mod Discussion ***
 
Ya, why not! Any Empire (even the Feds) could have a civil war spliting an empire. Heck, it even happened to the Feds in DS9.

Urendi Maleldil December 23rd, 2002 01:38 AM

Re: *** Star Trek Mod Discussion ***
 
Or you could play the evil Terran Empire. Evil Spock anyone?

DavidG December 24th, 2002 01:06 AM

Re: *** Star Trek Mod Discussion ***
 
My apololgies if this had already been mentioned ( didn't really want to read all 518 Messages http://forum.shrapnelgames.com/images/icons/tongue.gif ) but is your release date for a beta still the end of december as you website says?

I'm looking forward to hoping into a Romulan Warbird and kicking that annoying bald guy's butt. http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 23, 2002, 23:20: Message edited by: DavidG ]

jimbob December 24th, 2002 03:28 AM

Re: *** Star Trek Mod Discussion ***
 
Capt'n:

I was just looking around your web site (and wow! great looking stuff on the site! you even changed components like the bridge and shuttlebays) and found this description for one of the components:

Neutrino Mine Warhead I-III (Mine; Shield Damaging)

It is my understanding that when mines do damage to ships, the ships do not have their shields up. And so, it would seem that the Neutrino warhead would not actually cause any damage/interferance to the target vessel -> unless it is to mean that the Neutrino warheads damage shield generators... is it possible to target just generators?

Anyway, I'm not trying to nit-pik, just wanted to help catch any little bumps on the road.

Captain Kwok December 24th, 2002 04:49 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by jimbob:
Neutrino Mine Warhead I-III (Mine; Shield Damaging)

It is my understanding that when mines do damage to ships, the ships do not have their shields up. And so, it would seem that the Neutrino warhead would not actually cause any damage/interferance to the target vessel -> unless it is to mean that the Neutrino warheads damage shield generators... is it possible to target just generators?

Anyway, I'm not trying to nit-pik, just wanted to help catch any little bumps on the road.

<font size="2" face="Verdana, Helvetica, sans-serif">Yes, the Neutrino mines target the shield generators only. This allows for easier boarding for nearby Ferengi ships.

DavidG:

I'm hoping for a beta release soon, but it will likely be limited to testers only first. Once the major kinks are worked out, then a public beta sometime in January.

[ December 24, 2002, 02:51: Message edited by: Captain Kwok ]

DarkHorse December 24th, 2002 05:54 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Captain Kwok:

DavidG:

I'm hoping for a beta release soon, but it will likely be limited to testers only first. Once the major kinks are worked out, then a public beta sometime in January.

<font size="2" face="Verdana, Helvetica, sans-serif">Gaah! How do I volunteer to be an official tester!!?

Captain Kwok December 26th, 2002 10:04 PM

Re: *** Star Trek Mod Discussion ***
 
Greetings!

Here is an indication of the work that remains to be done with the data files. This doesn't include AI work.

</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Components.txt - 85%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Facility.txt - 95%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> TechArea.txt - 50%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> VehicleSizes.txt - 60%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> CompEnhancement.txt - 10%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Cultures.txt - 50%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> RacialTraits.txt - 50%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Events.txt - 80%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> Happiness.txt - 50%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> IntelProjects.txt - 30%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> QuadrantTypes.txt - 25%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> StellarAbilityTypes.txt - 90%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> SystemTypes.txt - 85%</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> SectTypes.txt - 75%
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">I think I'll be posting a TNG Quadrant Mod sometime next week. I hazard to guess I'll be beta testing in two weeks at the earliest.
Edit: Just in case you didn't know, the % represent % complete, not incomplete!

[ December 27, 2002, 05:08: Message edited by: Captain Kwok ]

Timstone December 27th, 2002 01:29 AM

Re: *** Star Trek Mod Discussion ***
 
Pfew... you almost gave me a heartattack. Thank you for mentioning that Capitano. http://forum.shrapnelgames.com/images/icons/icon10.gif

Magnum357 December 27th, 2002 09:46 AM

Re: *** Star Trek Mod Discussion ***
 
Hey Captain, when you say Beta Testing, does that include multiplayer? I wouldn't mind helping with Beta Testing, but I only like to play PBEM. I've never tried TCP/IP and other methods.

Just wanted to also say that this mode is looking good!

Captain Kwok December 27th, 2002 03:22 PM

Re: *** Star Trek Mod Discussion ***
 
I don't think I'll be doing a PBW beta test, because it doesn't help to test the AI and is a slow method of playing lots of turns. I'm just looking for some people who can play a lot of turns as each race and help with bugs and balance issues.

Captain Kwok December 28th, 2002 03:14 AM

Re: *** Star Trek Mod Discussion ***
 
If you are interested in becoming a beta tester, send me an e-mail and I'll add you to the list.

It will be a couple of weeks before I'll have anything ready. I want to keep it as a private beta because I don't want it getting messed up with later public releases. The beta will be rough in some areas and I don't want anyone to get the wrong impression of the mod.

Aside from that, is there any feedback re: ships or technologies? Are most generally happy with those items?

This I might regret. I posted a little booster for SE:IV and the TNG mod at the TrekBBS gaming forum. I'm hoping I don't bring out the canon nuts, but just more people interested in Space Empires and Star Trek.

Kevin Arisa December 28th, 2002 07:01 PM

Re: *** Star Trek Mod Discussion ***
 
Everything is looking great, but the borg are missing their Gravimetric Torpedoes. They should be a Quad to Shields or a Bypass Shields. And I'm not sure but dont the Cardies use some sort of plasma torpedo? Besides that everything is really good. http://forum.shrapnelgames.com/images/icons/icon10.gif

About Beta Testing: What exactly would be expected to be done? Just play all of the races and keep an eye out for bugs or the accidental cheese weapon? Or is there some sort of specific checklist that will be given to the testers?

TerranC December 28th, 2002 07:06 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Kevin Arisa:
Everything is looking great, but the borg are missing their Gravimetric Torpedoes. They should be a Quad to Shields or a Bypass Shields. And I'm not sure but dont the Cardies use some sort of plasma torpedo?
<font size="2" face="Verdana, Helvetica, sans-serif">There's a bug about that 4x to shields that hasn't been fixed to the general public yet.

And I thought plasma torpedoes were Romulan. As far as I know, the Cardassians didn't use torpedoes.

Captain Kwok December 29th, 2002 12:32 AM

Re: *** Star Trek Mod Discussion ***
 
Here is a piece of eye candy:
http://members.rogers.com/capt-kwok/...-sovereign.gif

Beta testing is just playing games and reporting any bugs or gameplay issues to me, so I can fix 'em.

I think I'll exchange one of the current Borg weapons for Gravimetric torpedoes, since there are two similiar beam weapons at the moment.

Plasma torpedoes were used by Romulan ships in a couple of TOS episodes. They are also used by Romulan ships in the TNG mod. Cardassian ships most likely use photon torpedoes, but I'm sort of guessing on that.

[ December 28, 2002, 23:03: Message edited by: Captain Kwok ]

Lighthorse December 30th, 2002 04:42 AM

Re: *** Star Trek Mod Discussion ***
 
Captain Kwok,

As for.... "Beta testing is just playing games and reporting any bugs or gameplay issues to me, so I can fix 'em." I offer my services to you. I have been beta testing B5mod for Val and Pathfinder.

Lighthorse,

DarkHorse December 30th, 2002 05:07 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Lighthorse:

Lighthorse,

<font size="2" face="Verdana, Helvetica, sans-serif">Hmm, Lighthorse... my evil twin?

ZeroAdunn December 30th, 2002 06:48 AM

Re: *** Star Trek Mod Discussion ***
 
Actually, in an episode of DS9 they encounter a heavily sheilded cardassian array of orbital weapons platforms, that, iirc was firing plasma torpedoes.

Captain Kwok December 30th, 2002 08:05 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by ZeroAdunn:
Actually, in an episode of DS9 they encounter a heavily sheilded cardassian array of orbital weapons platforms, that, iirc was firing plasma torpedoes.
<font size="2" face="Verdana, Helvetica, sans-serif">This is true. At the moment though, I'll think I'll keep the Romulans as sole Users of the plasma torpedo - although I think I might make plasma weapons capturable.

Magnum357 December 31st, 2002 03:21 AM

Re: *** Star Trek Mod Discussion ***
 
Hey Captain, I think ZeroAdunn is right on the Cardassians. I swear that I heard on a DS9 episode that their Defense Plateforms used Plasma Torpedos. But that was the only time I have ever heard the Cardassians using Plasma Torpedoes. No clue if they ever used them on ships or not. One of the Voyager episodes (I think it was called "Dreadnaught") had the Cardassian ship use Quantums, but you know my opinion on Voyager episodes. http://forum.shrapnelgames.com/images/icons/icon12.gif I would prefer to stay away from using references from them as much as possible. Actually, I don't mind your idea Captain for Plasma's. I think it would be a good idea to just keep the Romulans using Plasma and have the tech easily developed by other races if captured. All ships use Plasma streams anyway to power their ship (even the Enterprise). I think if a Race captures it from the Romulans, they could easily modifiy it to their vessels.

Question though about Romulan Plasma's. Are you going to make them Direct Fire weapons, or Seeking? Also, I would advice making Plasma's distinctive compared to say Photon Torpedos. For example, what makes the Plasma over useful over the Photon and what would put the Plasma at a disadvantage to the Photon?

Captain Kwok December 31st, 2002 03:53 AM

Re: *** Star Trek Mod Discussion ***
 
Magnum:

Plasma torpedoes are quite different from photon torpedoes. Both are direct fire, but a plasma torpedo takes longer to reload and takes up more space, but does more damage although its strength decreases with range.

Captain Kwok December 31st, 2002 06:23 AM

Re: *** Star Trek Mod Discussion ***
 
More Eye Candy:
http://forum.shrapnelgames.com/newup...1041308184.bmp

Here are 40 original O2 planets I've rendered today for the mod. There's 31 rock and 9 ice, and I'll be making another 20 or so tomorrow, plus a whole lot of other atmosphere planets. I've been focusing on finishing the system aspects of the mod, and I'll be releasing those soon as a mini mod.

Sorry dialup modem'ers for posting a 152Kb file.

ZeroAdunn December 31st, 2002 09:05 AM

Re: *** Star Trek Mod Discussion ***
 
Your a madman kwok!!

Seriously, you are getting mad work done. Can't wait to see this mod http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron December 31st, 2002 09:08 AM

Re: *** Star Trek Mod Discussion ***
 
Make some arid O2 worlds too. And make a few Ocean worlds. Make some with mostly ocean, and then some archipelagos. http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe some forest or jungle covered worlds. Maybe some more mountainous ones.

Captain Kwok December 31st, 2002 09:13 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Imperator Fyron:
Make some arid O2 worlds too. And make a few Ocean worlds. Make some with mostly ocean, and then some archipelagos. http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe some forest or jungle covered worlds. Maybe some more mountainous ones.
<font size="2" face="Verdana, Helvetica, sans-serif">That is exactly what I am doing right now!

Fyron December 31st, 2002 09:21 AM

Re: *** Star Trek Mod Discussion ***
 
Good! http://forum.shrapnelgames.com/images/icons/icon7.gif

Magnum357 December 31st, 2002 10:44 AM

Re: *** Star Trek Mod Discussion ***
 
Excellent!

Hey Captian, I like the idea you have with Plasma's.

One Last question though, do you (or anybody) have any idea what the Cardassians use as their main Beam weapon? I have heard on a few TNG episodes that they use Phasers, then I have heard a few DS9 episodes use Disruptors, then I had a Trekkie tell me once that they use "Phas-disruptors" or what is "Wave-disrusptors". Anyway, I would be happy if they just had Phasers, but which way are you going to do them?

Captain Kwok December 31st, 2002 10:55 AM

Re: *** Star Trek Mod Discussion ***
 
Magnum:

I've heard of two weapons that the Cardassians use on their warships aside from the few mentions of phasers:

Compressor Beam
Spiral-Wave Disruptor

I decided to go with both of them, helping to promote more variety in the mod. I'm sticking with the Federation as sole Users of phaser weapons.

You may also want to check out the website under Treknology. Many of the weapons and other racial items are listed specifically under each race.

[ December 31, 2002, 14:45: Message edited by: Captain Kwok ]

Ed Kolis January 1st, 2003 01:38 AM

Re: *** Star Trek Mod Discussion ***
 
Plasma torps are direct fire? That's funny, because in all the other Star Trek games I've played, they have been *very* *slow* seekers (slow for a seeker - can still outrun most ships)... Begin2 and Starfleet Command are the only ones I can think of at the moment...

jimbob January 1st, 2003 01:59 AM

Re: *** Star Trek Mod Discussion ***
 
Yeah, that was my impression too... just a huge ball of plasma that slowly (relatively speaking of course) chases down the enemy ship... with a fairly high rate of energy/damage decay with range. I would think that the biggest advantage to such a weapon would be the ability of a big ball of plasma to ignor almost all point defense weapons (infact pd laser would just heat it up more!)

Perhaps, if you went with the plasma weapon as a seeker you could crank up it's pd absorbtion to the moon - and it would be a fairly unique weapon because of this.

Just my $.02

minipol January 1st, 2003 03:40 AM

Re: *** Star Trek Mod Discussion ***
 
wow, this mod starts looking better every day! coolness!! great work captain

Captain Kwok January 1st, 2003 03:51 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by jimbob:
...Perhaps, if you went with the plasma weapon as a seeker you could crank up it's pd absorbtion to the moon - and it would be a fairly unique weapon because of this...
<font size="2" face="Verdana, Helvetica, sans-serif">If you make it a seeker that isn't effected by point defense, then it becomes a torpedo that hits close to 100% of the time unless you can outrun it - but its rather strong and can be quite unbalancing if unchecked. You'd have to make it so that it can be knocked out somehow.

Magnum357 January 1st, 2003 09:57 AM

Re: *** Star Trek Mod Discussion ***
 
Hey Captain, one Last question I forgot to even mention. It maybe on your website, but what about Neutrals? Are they going to be in the game? And if so, will they have their own weapon systems and tech? Would they just stick with " General Components & Facilities" section on the site?

jimbob January 2nd, 2003 01:16 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by jimbob:
...Perhaps, if you went with the plasma weapon as a seeker you could crank up it's pd absorbtion to the moon - and it would be a fairly unique weapon because of this...
<font size="2" face="Verdana, Helvetica, sans-serif">
Quote:

Captn's Reply:
If you make it a seeker that isn't effected by point defense, then it becomes a torpedo that hits close to 100% of the time unless you can outrun it - but its rather strong and can be quite unbalancing if unchecked. You'd have to make it so that it can be knocked out somehow.
<font size="2" face="Verdana, Helvetica, sans-serif">Sorry about that, I wasn't specific enough. You could crank up the "Weapon Seeker Dmg Res := " field to a resonably high value -> perhaps 2.5 to 3.0 times higher than most missiles. In this way it will still be a seeker (with less than 100% accuracy) but will have a higher damage tolerance. In fact it will likely sopp up much of the PD fire to allow other seekers to penetrate! I'd imagine quadrupling the damage resistance would be excessive/unbalancing however.


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