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  #1  
Old October 1st, 2001, 03:51 AM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Captains and Governors

WOW! Picard weighs 1 kiloton! He must've gotten really fat after Insurrection. Too much Antarean Chocolate Cake. With those food replecators one can really lose control.
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  #2  
Old October 1st, 2001, 04:06 AM

Phoenix-D Phoenix-D is offline
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Default Re: Captains and Governors

He's got a point. Just call it support staff, if you need to.

You CAN make components weightless, though.

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  #3  
Old October 1st, 2001, 05:05 AM
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Default Re: Captains and Governors

Ther is a problem with the bonus movement ability:
it will eliminate the bonus from JP and Quantum engines, and will not stack with CT engines.

You need to change:
Ability 2 Type := Movement Bonus
Ability 2 Descr := Generates 1 bonus movement points.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0

Into
Ability 2 Type := Movement Bonus
Ability 2 Descr := Generates 1 bonus movement points.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 995
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  #4  
Old October 2nd, 2001, 01:16 AM

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Default Re: Captains and Governors

The idea is to inject another element into the game and that is the quality of the crew and captain.

I am leaning towards a generic captain (and staff) who will positively influence the ship. They will be graded like my crews; green, regular, experienced, crack, elite. With higher mods per grade. Also toying with the idea of having abilities other than movement and combat to hit off/def.

Did you notice Jean Luc near the end of the series, I think he might have weighed 1 kiloton. Phoenix, thanks, I will try out weightless components.

SJ, Thanks for the tip on the engines

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In encircled ground, devise stratagems;
In death ground, fight.
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  #5  
Old October 1st, 2001, 04:37 PM
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Default Re: Captains and Governors

Nifty idea, 'tho might be hard to balance -- perhaps they should cost more Organics and fewer Radioactives? An unbalanced resource cost would increase build (training) time...

I notice that you don't have a technology requirement; the most obvious candidate in the default tech tree seems to be Advanced Military Science.

Other ideas, although I haven't checked whether or not the abilities would work --

- Engineering experts.
[AMS + Ship Construction + Repair]

Provides some repair ability (damage control).
MAY provide a tiny maintenance bonus, but be very careful balancing it.


- Astrogation experts.
[AMS + Astrophysics ]

Provides bonus movement points.

- Recon experts.
[AMS + Astrophysics + Sensors]

Advanced form of above. Bonus move, plus
basic passive ECM sensing, MAYBE long-range scanning at a very short range.

- Tactical combat experts.
[AMS]

Possibly bonus combat move, and some +att /
+def.


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  #6  
Old October 1st, 2001, 07:30 PM
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Default Re: Captains and Governors

I love these ideas. Are they really do-able? I also like how they can be easily destroyed by chance in battle -- just like real life. (E.g., King Harald was killed by an enemy arrow in his eye during the Battle of Hastings, which saved the day for the Normans, who were losing to the Saxon infantry.)
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  #7  
Old October 1st, 2001, 07:47 PM
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Default Re: Captains and Governors

All those suggestions are doable. The only thing wrong is that concentrating the cost into organics and radioactives will not increase the build time.
For any ship in most mods, the only construction bottleneck is minerals.

Making the specialist crew components use organics and radioactives much more than minerals is a good idea.

The one per vehicle restriction is important, and I suggest complementing it with the "can't be repaired" ability when the next SE4 patch comes out.
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