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

Cylapse June 19th, 2002 11:26 PM

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

It was the warp core that got tweaked for a little extra speed, it was the warp core that was retrofitted to boost speed from warp 4 to 5 (or was it 5 to 6?) on one episode of Enterprise.
<font size="2" face="Verdana, Helvetica, sans-serif">When did this happen? Ive latched onto Ent as the one -real- good trek show since DS9... I cant remember them actually upgrading the core? Can ya provide insight?

QuarianRex June 20th, 2002 12:57 AM

Re: *** Star Trek Mod Discussion ***
 
Cynapse:

I can't remember the exact episode (I have only been able to watch Enterprise sporadically, though I like what I see) but it was a little quip in the beginning of an ep that stuck in my head since it correlated so well to SE4 and such. I'll keep my eyes out to see if I can spot the rerun.

Kwok:
I didn't think that you would budge on the engines, though I must still cast my vote on the side of the core providing movement and not just being a supply tank, but is there any comment on the borg components? I think that regenerating boarding parties are the way to go. More realistic and fair than an alliegence subverter. What about the rest? I have found that the assimilation nodes are key and add a whole new feeling to playing the Borg.

Captain Kwok June 20th, 2002 01:26 AM

Re: *** Star Trek Mod Discussion ***
 
QuarianRex:

In regards to propulsion - they are several reasons why the current model was chosen. First of all, the warp core only supplies the power to the engines. It is actually the warp coils inside the nacelle that generate the propulsive forces that move the ship - aka nacelle engines for simplicity. But note that warp core tech and propulsion tech are closely linked with better engines requiring more advanced reactors. And for the other system being more simple - it is not and reduces research diversity.

I have much debate with some who wanted the Defiant as a 150kT escort! But that is not happening - it is either going to be 300kT or perhaps a 350kT new hull - which allows it to be about equal in strength to an Excelsior class ship (recall DS9 episode with the Lakota/Defiant battle). Unfortunately you cannot create mounts specifically for a single type of ship.

jimbob June 20th, 2002 09:34 AM

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

Hey, good stuff. I'm really impressed with the stuff you've put together so far (just from reading the Posts, haven't downloaded yet).

Have you guys put in things like replicators and the like yet? I agree with someone (about three pages back) that the Ferengi could use recycling systems on their ships (a la nomads recycling nodes in P&N) and maybe all ST races should have some Version of the recycling node due to the replicator technology. Or would they make small amounts of supplies from the warp core energy? Or both?

It would add a certain "flavour" to the game to have replicators. They could be smallish (1-2 kT) and have modest powers, but would make things fun (IMHO). And with the new patch you could limit the number per ship to say just 3 or 4 to avoid players using too many.

As to the warp core and the nacelles. It sounds like you guys have already put a lot of work into them, so I'll just leave it to you. The system sounds fine, but I'd like to suggest just one little thing. It seems to me (and I can't take all the credit, because I'll seen it discussed elsewhere) that the ST Capitalships are much more manouverable (though their top speed pales in comparison to SW capital ships) in actual combat. I'd just like to suggest that the nacelles should give a bonus combat movement or two. Because the nacelles are going to be matched up to the correct ship sizes, you won't have to worry about whacky movement bonuses occurring (like a galaxy class ship getting a combat movement bonus from a nacelle that belongs on a scout for example).

Them's my ideas for tonight, hope they help.

Edit: Oh, SJ, how do 'leaky' sheilds work?

[ June 20, 2002, 08:39: Message edited by: jimbob ]

jimbob June 20th, 2002 05:49 PM

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

The Ferengi will have advance scrapping and recycling facilities...replicators are used to increase production. Perhaps some sort of generic facility could provide small amounts of resources produced artificially.
<font size="2" face="Verdana, Helvetica, sans-serif">Oh, facilities are good, though I was thinking more along the lines of components. It just seems to me that the replicator would have more of an effect on a ship's function than to provide "Earl Grey, hot" http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie June 20th, 2002 08:13 PM

Re: *** Star Trek Mod Discussion ***
 
In short, the leaky shields work by using the crystalline ability.

You get 100% absorbtion until the SE4 shield meter reads close to zero.
Then you get at least 50% leakage as the crystalline effect kicks in. This Lasts a long time, but is progressively reduced as your shield generators get burned out.
The armor is leaky, too, since it dosen't have the armor ability. Instead the hitpoints are tweaked so that armor will be hit more often than other internal components. It is usually hit first, but not always.

That gives you the "exploding panels" effect, as internal components have a small chance to be destroyed even when there are still shields and armor remaining.

[ June 20, 2002, 19:14: Message edited by: Suicide Junkie ]

jimbob June 20th, 2002 09:12 PM

Re: *** Star Trek Mod Discussion ***
 
Ahhh,
very cool.
You guys just amaze me with all those snazzy twists. http://forum.shrapnelgames.com/images/icons/icon12.gif

Captain Kwok June 21st, 2002 12:03 AM

Re: *** Star Trek Mod Discussion ***
 
Jimbob...

I'm not sure about what a replicator component could so on a ship...perhaps give +1 repair or something to that effect. Other than that...most complex parts of a ship were not able to be replicated at least until Voyager. I'll see if anyone comes up with some interesting use for a ship replicator comp.

TerranC June 21st, 2002 12:43 AM

Re: *** Star Trek Mod Discussion ***
 
Hmm...

Replicator

*allows construction of units
*+1 repair

#2000 Organics *Should be interesting*
#150 Supplies usage

Captain Kwok June 21st, 2002 01:04 AM

Re: *** Star Trek Mod Discussion ***
 
Perhaps a large replicator component around 200kT would be suitable for building components especially mines or satellites. I don't think it needs to make organics or any other resource, but it should use a lot of supplies...thanks for the idea.


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