
August 21st, 2002, 11:32 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
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Re: *** Star Trek Mod Discussion ***
Quote:
I also find myself getting a little weary or avoiding this project, does anyone have some suggestions or ideas to help rejuvenate my efforts to get this thing done...?
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Okay, I have an idea for a ST:NG racial trait. I haven't had time enough to make the component(s) yet, but if you like the idea, I'll put it together tonight or tomorrow...
Racial Trait: Drug Dependancy
Like the Dominion underlings... it would suck if your crew mutinied, or worse, were captured and forced to work for the other side, so logically you make them dependent on a drug for normal functioning
- Racial Trait gives -50% to Attack and Defense.
- Ship/base component "drug synthesis lab" gives all ships in sector a +65% to Attack and Defense.
- If a ship is captured or rebels, it no longer has access to the drug (unless it is the drug manufacturing ship!!!) so the crew goes into withdraw.
- If another race captures your drug ship though, look out, their race isn't genetically dependant, but would benifit from all that narcotic boost.
I'd suggest making the drug synth labs large to limit them to support ships or bases. Because the race now is more 'immune' to the consequences of capture/mind control, and have a +15 to combat, my suggestion is to have it cost around 2000 Racial Points (or perhaps decrease the combat bonus to 55 or 60%).
I hope this helps with the modders block. Still looking forward to the finished product.
-Jimbob
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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