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Old February 2nd, 2002, 01:08 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
And Imperator... In Trek facts Bussard scoops were only designed as an emergency measure so it could limp back to a starbase. I guess the amount of supplies it generates could be increased but no more than 100.


That's true, but if they don't generate enough resources, then nobody will use them.

quote:
Is there any reason why a "fuel tank" would fill itself up?


I typed this in a hurry this morning, so I didn't think enough about what I was writing. I should have called it a Fusion Reactor/Dueterium Storage Tank. The component is supposed to represent both the reactor and the fuel storage compartment for that reactor. They could be separated into a Fusion Reactor comp and a Dueterium Storage Tank comp, but that would just be silly. You can't fuel a reactor without some fuel, and storing fuel without any reactors would not get you any power.

Adding a separated Anti-Matter Storage Tank that gave some supplies would be fine, cause the anti-matter is used in the matter/anti-matter fission reactor that powers the engines. The dueterium fusion reactors are used to power other on-ship systems.

The warp core should eat up a moderate amount of supplies, and the nacelles should use tons of supplies and have 0 storage. That way, people would be more likely to use some reactors and storage tanks on their ships.

And now for ECM:

In Trek, ships hardly ever miss. When they do miss, it's usually because the target out-maneuvered the attacker. ECM devices don't seem to be useful or in existance. You can't get rid of ECM in SEIV, however. So instead, lower Trek ECM devices effectiveness, and add some "ECM" to the warp nacelles. About 5-15 should be good. Then, give the Impulse Maneuvering Thrusters 10-30 ECM. This does create the problem of Trek ships getting extra ECM in the beginning of the game. Any suggestions on how to balance this?
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