Re: *** Star Trek Mod Discussion ***
TerranC:
Strange you should mention about the phasers going up to level 12 - I never really thought about it in that way, but it makes sense given the tech manual specs.
Starships have both deuterium pods (for impulse power) and anti-matter pods to store, well, anti-matter. I choose anti-matter pods since they would provide more emergency supplies. However, I could add deuterium tanks as another cheaper source of supplies.
The Klingon's Ion Cannon I-III is essentially a powerful beam akin to the large beam weapon on big Klingon ships.
The question marks in the basic ships lists for some races are just placemarks for names when I get some or make it up. I'll take a look at some of the Trek games to pick up some additional names.
Good Luck on the move to Montreal!
Ed Kolis:
The hull sizes are fine. There's no really need to change it up and waste more time trying to balance everything else.
Thanks for the suggestions and feel free to add more at anytime.
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