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Re: *** Star Trek Mod Discussion ***
replicators could also be a -2 to maintenance
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Re: *** Star Trek Mod Discussion ***
Sir Jim Bob,
Impulse engines can be added to your design to give additional tatical movement. Top ships in tatical combat will be able to move around 10 squares per turn. 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. I'll have more to say later...have to go to work now. |
Re: *** Star Trek Mod Discussion ***
I was thinking that the replicators would be most useful in recycling material. The Captain eats a burger (mostly carbohydrates and protein) and then 24 hrs later has changed most of that into bacterial biomass, which is still primarily carbohydrates and protein, just in an unusable form. The captain's waste is then resequenced into usable food again (ie. burger take 2). That is the beauty of the protein resequencers (Enterprise) through replicators (ST:TNG).
So I suggest that the replicators should reduce maint. or generate very modest levels of supplies. Give em a 1 kt size, maximum 3 per ship, generate 25 supplies each month... that sort of thing. Sure not the most earth shattering effect, but I like the subtle things too http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: *** Star Trek Mod Discussion ***
I think I'm going to go with the larger replicator capable of building units with a slight maintenance reduction.
The personal replicators don't really provide supplies (which in the Mod are considered fuel not all general supplies like food etc) they just use them, so they wouldn't have any benefit. I was also thinking of some sort of maintenance reduction centre for ships...perhaps just for the Ferengi...any ideas on what would be a good name for it? |
Re: *** Star Trek Mod Discussion ***
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Specializing in Federation Technology |
Re: *** Star Trek Mod Discussion ***
kwok did you get that file on the cloak example??
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Re: *** Star Trek Mod Discussion ***
Tesco...
No I haven't recieved any files in regards to cloaking...when did you send it? |
Re: *** Star Trek Mod Discussion ***
i sent it to sj to look at... and to forward on to you
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Re: *** Star Trek Mod Discussion ***
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Just in general I have a big concern. If this mod is merged with the B5 and SW mods, and everyone introduces exclusive tech trees to define the genres (lots of armor types in B5, droids in SW, recycling nodes & regenerating/crystaline sheilds in ST) then how can we capture other ships and gain their technologies? It seems to me that people will be sort of painted into a corner on what they can research, and ship capture will be pretty well useless. Guys like the borg and other 'pirate' races would be entirely hobbled if there are not enough races from their 'genre' present in their game. Technology trading will be pretty well useless as well, because heck, what could they actually trade when most of the useful components are from exclusive trees? I'd like to propose some alternative mechanisms to the exclusivizing of the "genre tech trees", but would anyone be interested? Just my $.02 cc/ B5 mod thread |
Re: *** Star Trek Mod Discussion ***
Jimbob:
The TNG Mod is not intended to be used in conjuction or compatible with any other mod. I don't think this will change in the future either. There will still be plenty of common techs that will be remain very much useful to all races. |
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