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

Magnum357 September 11th, 2002 09:16 AM

Re: *** Star Trek Mod Discussion ***
 
I see. One more question I do have about this. So for example, it sounds like you are going to have a Racial Tech Trait for producing Defiant Class Starships right? So are you going to make it where you can only put Pulse Phasers on the Defiant and can't put it on another ship? Is this possible now with the latest patch? I haven't looked over the new files for the latest patch.

Am I right about this or am I completely off?

ZeroAdunn September 11th, 2002 11:56 PM

Re: *** Star Trek Mod Discussion ***
 
So, how is the mod coming? I really need to get back to work on the Cardassians sometime and wanted to know when you planned to release.

Captain Kwok September 12th, 2002 01:30 AM

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

Mounts can now be restricted to specific techs/families.

Magnum357 September 13th, 2002 10:53 AM

Re: *** Star Trek Mod Discussion ***
 
Hey Captain, got another question.

I've been looking over your site now and I'm curious about Tactical/Strategic combat. I remember talking to Suicide Junkie before about discussions on a Star Trek mode about this subject. What exactly type of movement system will Ships use? Suicide Junkie has his interesting "Semi-Newtonian" propulsion system, yet it seems the Star Trek's way of moving is space doesn't seem to fit this profile very well.

I mean, maybe I'm wrong about this, but it seems bigger ships with larger Warp Coils, seem to have greater Warp Velocity (and longer range) then smaller vessels. yet at Impulse Speeds, Larger ships etheir have equal or less velocity movement too smaller vessels. I think Star Treks Movement system has to be different then what we are use to in other SiFi shows.

I think ships use a system of movement similar to what we see in the old Starfire game made by Task Force games. In that game, ships with bigger size moved slower then ships will lower mass. In Starfire, vessels were capable of reaching velocities at the limit of 10% of the speed of light. In space, the normal law of physics have "and object in motion stays in motion", while in the Starfire game system, ships that loose their engies immediatly slow down to near 0 velocity speeds (well, I suppose maybe moving at 10 Km a second or something). How this worked was that the engines on a ship in Starfire did more then propel the vessel, they also powered a Magnetic feild that sounds the ship that helps reduce the mass of the ship to lower levels. With the combination of internal IDF (Internal Dapening Feilds) and a lower combined mass, the ship can use its sublight engines to propel the vessel at hi speeds and sudden change of directions without the chance of squishing the vessel. Once the engines where destroyed, the ship would slow to normal velocites we see with craft now (like the space shuttle).

Couldn't it be possible that in Star Trek that we see the same thing with vessels? Maybe the Warp Engines do more then just warp to other star systems but also help create a warp feild at sublight speeds that allow the Impulse Engines and Manuevering Thrusters to perform high-G maneuvers in space.

If this is true, I guess the question is at Impulse Speeds, is a Galaxy Class starship slower then a Defiant Class ship or is it about the same?

I'm just curious if you have thought about this. I have been thinking of a system similar to this myself for my own mode.

Captain Kwok September 14th, 2002 06:07 PM

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

I mean, maybe I'm wrong about this, but it seems bigger ships with larger Warp Coils, seem to have greater Warp Velocity (and longer range) then smaller vessels. yet at Impulse Speeds, Larger ships etheir have equal or less velocity movement too smaller vessels. I think Star Treks Movement system has to be different then what we are use to in other SiFi shows.
<font size="2" face="Verdana, Helvetica, sans-serif">In Star Trek, ship size doesn't necessarily count towards warp speed, ie Voyager vs. Enterprise-D. At impulse, Trek ships move about the same speed except the smaller ships can maneuver a whole lot better. The defense bonuses for smaller hulls in SE:IV can be attributed to that fact.

In the Mod, since you can't have ships warping around like the series, I had larger ships require more "engine coils" to generate the same amount of movement as a smaller ship. This system has a good effect as each ship will have a similiar percentage of space dedicated to propulsion which helps to increase the effectiveness of all ships through the entire game.

When the engines are all destroyed...that's it...no movement unless you have another form of propulsion like emergency thrusters.

Magnum357 September 15th, 2002 01:24 AM

Re: *** Star Trek Mod Discussion ***
 
[quote]Originally posted by Captain Kwok:
Quote:

This system has a good effect as each ship will have a similiar percentage of space dedicated to propulsion which helps to increase the effectiveness of all ships through the entire game.
<font size="2" face="Verdana, Helvetica, sans-serif">Ok, I guess that is an okay system, But can I make a suggestion? Could you at least make the modifiers pretty hefty for smaller ships? If you just give small Escorts/Frigates light Defense Modifiers, I can't really see them being a very effective ship for a fleet because they wouldn't surive long at all.

Timstone September 18th, 2002 11:01 AM

Re: *** Star Trek Mod Discussion ***
 
Yo Captaino, how's the mod doing?

Brennan September 20th, 2002 03:49 AM

Re: *** Star Trek Mod Discussion ***
 
Yes I would love an update. Do you think you will have a Version out by October? I know we are all looking foward to you mod!
http://forum.shrapnelgames.com/images/icons/icon7.gif

gregebowman September 20th, 2002 07:25 PM

Re: *** Star Trek Mod Discussion ***
 
Ditto on that!!

ZeroAdunn September 20th, 2002 09:17 PM

Re: *** Star Trek Mod Discussion ***
 
I think you should tell them Kwok


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