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Old March 2nd, 2002, 12:42 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Originally posted by Andrés Lescano:
BTW what happened with Terran's and Fyron's interest in the Trek part?



Well I have a job

Trek Ideas... Hmm...

Star Fleet (added)

Starfleet Medical: (at top level) Prevents level 4 plague in the system.

Daystrom Institute: +50 research

Chronowerks: Causes your system's sun to explode at the year 3000 (Don't take this one seriously.)

TCARS: (Ship Component) (Only works if you've selected the Temporal Tech tree) (stands for Temporal Computer Access System.) Gives the ship 20% increase in combat and 20% increase ECM.

(actually it would be 100% both but for the sake of balance...)

Soliton Wave Generator: Creates Warp Gates. Can ONLY create gates to systems that have SWGs in place. (Ineffective but it's trek.)

+5 Combat-General
+5 trade
+5 Research
-10 cunning

Mobile Emitter: Acts as a Master Computer.

Temporal Knowledge
Propusion Experts

Romulans:
Tal Shiar: Acts as Intelligence Center with the bonus capabilities as Citizen Databank Complex.
Only one may be placed per system.

Cloak: Ordinary Cloak with only 75% supplies used.

Plasma Torpedoes: hmm... Works like Plasma Missles but with about 20% damage. But decreased range and added supplies.

+5 Cunning
-5 Tolerance

Klingons:
Distruptors: Mesons with x3 damage (Normal Mount)

Heavy Distruptors: Wave-Motion guns with decreased range but +70 damage (Normal Mount)

Bat'Leth: +20 Security turrets and boarding turrets. (idea from Dominion wars)

+20 Space Combat
-5 happiness
+15 Ground Combat
+5 Tolerance

Cardassians:
nothing special about these folks, really.
No special weapons, No special ships, No strong points. And they wonder why they lost the war.

+10 Space Combat
+10 Ground Combat
+5 Mining in all areas

Hardy Industrialists
Advanced Storage Techniques

Ferengi:
Latinum Storage: 10000 additional storage space with anything. Only 1 per planet.

+10 trade
-10 Space Combat

Natural Merchants

Breen:
Organic Armor: ... Organic Armor really, but with some slight added resistance.

Energy Draining Weapon: Destroys everything that creates supplies or carries supplies.
(I don't know how you can limit this to a specific race so I'm not gonna say Klingons Exception.)

CRM-14 (I think): 10 Anti-personnel turrets.

-20 Trade

Borg:
(Oh boy how do i do this...)

Well for first thing, bigger ship sizes.

Assimilator: +200 boarding parties.

Tractor Beam: Added Damage to the Tractor beam. (WAY more than just 5 or 20.)

-50 trade
Emotionless
Mechenoids
+50 Tolerance
-50 Cunning (a drone as a spy on earth...)
+50 Combat General

(I'd like to say -50 on reproduction then the borg would be helpless would they?)

Dominion:
Nothing special about these folks too.

Cloning Vats: +50 Jemhardar population (could you put in a little weyoun in the picture?)

Ketracel White: +30 to Combat, Construction and Tolerance.

Changeling: +50 to Cunning.

+15 Cunning
+10 combat
-10 Repair
-10 maintenance (all those suicide attacks must do something about their economy.)

Species 8472:
Planet Killer: Cannot be put on a mount. 1000 damage on anything Null Space.

In order to compensate for this, the damn thing's size should be around 400-600K and use a lot of supplies so that it can only be used once. Also, the cost of the cannon should be HUGE.

-50 trade
Xenophobic
Organic Manipulation
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