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Old November 4th, 2004, 06:21 AM
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Aiken Aiken is offline
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Default Re: The Star Trek Mod - Final Update

I know, I'm evil

1. There's no Propulsion mount for drones, so it's impossible to install Warp Nacelles to drones, hence they won't move.

2. Question about Engineering I-III comp: they have 2 abilities - Repair and Maintanence Reduction, but the Last one is disabled:
Code:
Name                  := Engineering I
...
Number of Abilities := 1 (--here--)
Ability 1 Type := Component Repair
Ability 1 Descr := Repairs 1 component per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Reduces maintenance cost by 5%.
Ability 2 Val 1 := -5
Ability 2 Val 2 := 0
Weapon Type := None


Is it bug or feature?

3. Warp Core is not used on Drones. Is it intentional? I thought they should use the same propulsion scheme as ships, since drones can move through warp points too. But that's only my idea, afterall.

4. Small Warp Core (for Fighters and Shuttles) weights 40 kt. I find it quite big for 20-40 kt fighter

5. I made a proper drone propulsion mount (see point 1) and now Large Drone with 4 Warp Nacelles V moves at whooping speed of 23 (!!!) - about 2 times faster than fastest ship. Is it ok?

6. Most technologies are not capturable anymore (compared to 1.7.5). Did you decide to get rid of capturable techs?

7. Small balance suggestion: make Hyper Optics III a little weaker, so you won't be able to reveal mines and Romulan Adv Cloaking Device II with it:
Code:
Name                  := Hyper Optics III
...
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Passive scanning at level 6. (change it to level 5)
Ability 1 Val 1 := EM Passive
Ability 1 Val 2 := 6 (change it to 5)
Weapon Type := None

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