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  #1  
Old May 24th, 2002, 09:41 PM

Taz-in-Space Taz-in-Space is offline
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Default Re: Possible "event triggers" in Scenario Creation

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And has a QR so it doesn't run out of supply
You wouldn't even need to have a QN; you could do the same with solar panels. Of course the ship might need a QR if it has to fight a lot all the way in!
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  #2  
Old May 25th, 2002, 07:56 AM

Taera Taera is offline
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Default Re: Possible "event triggers" in Scenario Creation

It should be QR, and the maintance problem should be solved by just removing ship's maintance (i've seen people doing this already), so it'll be an infinite supply no maintance killing machine.

You got my idea.
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Old May 25th, 2002, 09:59 PM

Phoenix-D Phoenix-D is offline
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Default Re: Possible "event triggers" in Scenario Creation

"Oooo. I just had an idea, assuming this all works. Anybody see the episode of Star Trek with the doomsday machine? Have a really tough ship that moves slow, maybe 2 or 3 squares per turn. And has a QR so it doesn't run out of supply. Put it out on the edge of the quadrant and give it orders to head for the home planet, going over all teh colonies along the way. Set it up so it takes like ten years to get to the home planet and the player has to find a way to stop it before then."

Puke did this in the PBW End of the Universe game, only he used it to blow up the *stars* in the home systems

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Old May 26th, 2002, 04:48 AM
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geoschmo geoschmo is offline
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Default Re: Possible "event triggers" in Scenario Creation

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Originally posted by Phoenix-D:
Puke did this in the PBW End of the Universe game, only he used it to blow up the *stars* in the home systems

Phoenix-D
Well, that was his idea, but it didn't exactly work out that way. He ended up controlling the ships until the end. Then once the home systems were blown he left the game.

I was thinking along the lines of a true one-person scenario where the Doomsday machine would carry out the prearranged orders.

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