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Old February 1st, 2002, 03:19 AM
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TerranC TerranC is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

If No One did Star Trek right now I'll add some ideas. (This is for Federation)

Weapons:

Pulse Phasers: Meson BLasters with about 5X damage but crippled accuracy.

Phasers: Anti-Proton Beams with No damage loss with distance.

Photon Torpedoes: Anti-Matter torpedoes with added range and damage.

Quantum Torpedoes: Added range.

Tri-phasic Torpedoes: 2X the quantum torp damage.

Tricobalt devices: 1.5X damage of the QTorp but heavily crippled fire rate and range.

Armor & Shield:

Ablative Armor: Crystaline armor with slight added damage resistance but no shield energy.

Metaphasic shields: Phased shielding with slightly added strength and slight recharge rate.

Ship Systems:

Transporters: Serves as Mine Bay, Satelite Bay and cargo bay with storage area of 50 Kt and can load cargo from ships and planets 1 sector away.

Tractor Beam: Can be used to tractor all spaceborn made crafts to range 1 from the ship.

Replicators: Able to repair damaged/crippled ship in space without the help of space yards or rapair bays, Only effective for engines, weapons and command. Engines recieve half of the storage capability, weapons only 75% effective than original. Half of supplies are used for replication of needed materials. Requires Engineerings.

Warp Core: Quantum Reactor but this generates supplies up to 80% of the original supply capabilities rather than make it limitless.

Computer Core: 1 more movement added to engines. 80% accuracy in weapons. 2 range boost to all scanners inside ship. Size should be ridiculously large to compensate for the tremendous bonuses.

EPS Conduits: 30 Extra shiled strength. Decreased hull strength due to the volatility of the conduit.

Shuttle Bay: Serves as fighter bay but if engineerings is installed, can build fighters ONLY for 50% extra build time rate.

Engineerings: adds ability to repair and build craft without the help of repair bays and space yards.

Deflector Array: Can enter harmful sectors, warp gates, and systems with half the consequences Except black holes. In Black Holes Deflector array can help hold the shields together.

Holodeck: Increased Crew Experience.

Security: Doubles as Boarding party and Security Stations but half the effectiveness of both.

Scanners:

Scanner Array: Long range scanners with boosted range.

Command:

Battle Bridge: Auxillary controls but with added size.

Captain's Yacht: extra 10% combat bonus to ship.

Engines:

Ramscoop: Generates 50 supplies for every storm or sun. Adds 75 supplies to the generation of supplies if Warp core is installed.

Impulse drives: Jacketed-Photon engines with extra supplies capabilities and extra movement bonus.

Nacelles: Adds movement bonus. (Size should be large)

Ship Classes:

Escort: Scout
Frigate: Nova Class
Destroyer: Defiant Class
Light Cruiser: Sabre Class
Cruiser: Intrepid Class
Heavy Cruiser: Akira Class
Battle Cruiser: Sovereign Class
Dreadnought: Galaxy Class

Space Station: Drydock/Regula Starbase
Battle Station: Spacedock
Star Base/Base Ship: Deep Space 9

Light Carrier: Curry Class
Carrier: Yeager Class
Heavy Carrier: Akira Class

Light Fighter: Class 9 shuttle
Fighter: Delta Flyer
Heavy Fighter: Danube Class

Sattlelite: Midas Array

Drone: Genesis Device

Weapons platform: Phaser Turrets

Race Emblem: Federation Combadge Late 24th century
Race Picture: Federation Combadge
Human
Race Flag: UFP Flag

Structures:
Starfleet Academy: Doubles as a ship training facility and Fleet training facility.
Starfleet Command: Extra combat bonuses for every ship fighting in the system.
Starfleet Communications: Extra 10% experience for fleets. Extra 10% combat bonuses for satellites.

Well thats it...
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