|
|
|
 |

July 1st, 2004, 07:12 AM
|
Sergeant
|
|
Join Date: Jul 2003
Location: New Zealand
Posts: 252
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE V Captain/Admiral Components
I like the idea of having Captains and Admirals in SE5. I would suggest that all ships should have a commanding officer component. The commanding officer component would have a life span of 30 years. At that point, the component would reset. If, by that time, the commanding officer has reached the rank of Captain he is promoted to Admiral ( placed in the Admiral pool ). If the commanding officer has not reached the rank of Captain after 30 years he is retired. The commanding officer would be killed when his component is destroyed ( the component would reset when repaired) or when his ship is destroyed. Admirals are assigned from the Admiral pool to a fleet. An Admiral is killed when the Last ship in his fleet is destroyed. Admirals retire after 30 years. When a fleet is decommissioned, the Admiral is placed back in the pool. If a fleet is made and the Admiral pool is empty the best commanding officer is promoted to Admiral. Just an idea on how it might work. 
|

July 1st, 2004, 09:47 AM
|
Corporal
|
|
Join Date: Feb 2004
Location: Canada
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE V Captain/Admiral Components
Just so everyone knows I dont want to take any credit for coming up with the idea  I got it from your ST mod and you got it from Kwok. I loved having captains in your mod thought we could all have a dose of them in the regular game
I would also like to see captains have diplomatic effects like helping ease a restless population while in orbit of a planet (ofc an Admiral would have a better effect)
On the same token wouldnt it be great to have a bonafide flag ship to put that Grand Admiral on? 1 Flag Ship per Grand admiral, 25% bonus in KT, Defense and Offense Modifiers and access to better mounts and weapons! 
|

July 1st, 2004, 08:09 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: SE V Captain/Admiral Components
I got the idea from the same place BR, and in part I wanted to see Captains and Admirals in SE V because of another game that used them very well; Rebellion.
Sachmo's story also promoted me to thing about them.
If we do have captains and Admirals in SE V then we could have a whole new class of intel projects to go with them. Assination, capture, conVersion, etc.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

July 1st, 2004, 09:52 PM
|
 |
Sergeant
|
|
Join Date: Jan 2003
Location: Southern California
Posts: 210
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE V Captain/Admiral Components
...Interrogation...
Wouldn't be interesting if capturing a captain, etc would give you a possible bonus to intelligence? Of course, it could range per captain from "Alright, alright, I'll tell you anything!" to "You'll have to kill me, alien scum!"
Heck, there might even be a chance of false intel, as the captive may lie to save his country...
Also, what of personnel that turn traitor and spill of their own accord?
[ July 01, 2004, 20:55: Message edited by: atari_eric ]
|

July 3rd, 2004, 04:41 AM
|
Sergeant
|
|
Join Date: Jun 2004
Posts: 305
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE V Captain/Admiral Components
I like the idea of the captains/admirals being rare. Maybe after a ship gains so much combat and exploration exp a admiral is produced, you can transfer, all that stuff, but depending on the ship he was on and what it was doing he gets different bonuses. If he's "created" on a ship through combat, he gains bonuses to the weapons on the ships, if it's exploration, it's speed and sensors, and so on and so on
|

July 3rd, 2004, 09:37 AM
|
Second Lieutenant
|
|
Join Date: Jan 2004
Location: Australia
Posts: 538
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE V Captain/Admiral Components
They could be spread across the game as another element - although the rare element is more favoured.
ALso id like alien relic ships (you enter certain sectors - perhaps with the first scanners you get - uncover a special ship that has advanced weapons or something - cant be anaysised - but it can be staffed and part of a fleet but on say a 300 system map there would be only 10 in the game - and once destroyed would not be able to be recovered
Or space monsters that can be captured during combat and made do youre empires bidding.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|