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March 6th, 2001, 08:58 PM
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Captain
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Location: USA
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Re: Natives
Yes, there was just such an episode.
Relevant episodes from the classic ST:
"A Piece of the Action" -- the one with the gangsters. They were quick studies in imitating the Feds.
title unknown -- the Klingons are giving tech to the townspeople who then begin to prey on Kirk's hillpeople friends.
title unknown -- the Klingons and UFP are fighting over this planet full of primitive pacifists, who turn out to be extremely advanced.
"Spock's Brain" -- the givers of pain and delight (the women) live inside the planet while the men live outside. They are descendants of a super-advanced race, but don't understand the tech at all.
How many relevant episodes can YOU think of?
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March 6th, 2001, 10:45 PM
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Major
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Re: Natives
quote: Originally posted by dmm:
title unknown -- the Klingons and UFP are fighting over this planet full of primitive pacifists, who turn out to be extremely advanced.
Ah, yes, the Organians... aka "Big Blue Light Bulbs"...
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March 7th, 2001, 05:57 PM
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Corporal
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Join Date: Mar 2001
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Re: Natives
Yes lots of star treck episodes deal with variations of this, or of the minor races, but the question is how to best put them in the game so they will be interesting and dynamic parts of it, not just roadkill for big empires? LOL
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March 7th, 2001, 08:46 PM
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Brigadier General
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Re: Natives
How about random natives, give some or all of the native races some special tech that they either start with or have capability of reaching. However, in order to obtain it you must either capture or have them join you. Then, you have the Tech only from that one planet, if for ship you can only put on ship built at that planet and you only have it so long as you control planet, if you lose planet for whatever reason, you lose tech until recaptured. This would or could make them much more important to control or fight over. just an idea Mac5732
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March 8th, 2001, 03:47 AM
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Corporal
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Join Date: Feb 2001
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Re: Natives
They tried something like that in Birth of the Federation, you built a special facility and the effect was either system or empire wide, it worked pretty well unless you accidentally over did it and killed every one in the system and then it was forever lost, this made the minor races verry important because some of the structures bordered on vital to survive, such as research modifiers, the races then had to be treated carefully and the destruction of one was a loss to the entire galaxy.
The minor races had a cool little defensive mecansism, defence platforms, witch acted like really powerful ships that couldn't leave the system, ie. mines, they could make a ship hurt bad by the time it reached the planet and actually got to take over it was sometimes so weak from battle that it was repelled.
There was also something that was important though for certin Empires (ie. federation) bombarding caused revolts, while with say cardasians it 'silenced dissidents' and made the populations happier. But as a balance the feds could negotiate better so often the minor races got pulled into the empire and became 'members', really they became protectorates from the evil romulans oh noooo!
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