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  #551  
Old January 2nd, 2003, 09:21 AM

Kevin Arisa Kevin Arisa is offline
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Default Re: *** Star Trek Mod Discussion ***

What is the tech tree set up like? I hope that it is straightforward. I have played some mods that are totally confusing when it comes to research. Just by looking at the research list you would never know what to do to get a phaser or hyperdrive or whatever. It should be as simple as:
Federation Tech\Federation Weapons\Phasers I-X
Propulsion\Warp Drive\Warp Nacelle I-V
or something like that.
Frustrating research = frustrating game.

Perhaps later you could release a tech tree so that we can have a glimpse into your ideas for the research process.
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  #552  
Old January 2nd, 2003, 09:22 AM
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Fyron Fyron is offline
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Default Re: *** Star Trek Mod Discussion ***

Look in the text files to see what gives what. Or, play with the ability to view the entire tech tree (in game mechanics tab at game startup).
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  #553  
Old January 2nd, 2003, 07:19 PM
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Default Re: *** Star Trek Mod Discussion ***

Re: Tech Tree

The tech tree is fairly straightforward. There are some crossover requirements for particular items that might be a little more complicated, but nothing too difficult. One of the things that I will be making is a playing guide for each race to make things a little bit easier.

Re: Website

Is there anything you'd like to see added to the website? Let me know!

[ January 02, 2003, 17:38: Message edited by: Captain Kwok ]
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  #554  
Old January 2nd, 2003, 09:41 PM
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Default Re: *** Star Trek Mod Discussion ***

I don't think I answered the tech tree question very well, so here is a better example:

Examples

As a Federation Player:

*Energy Stream Weapons I
> Lasers > Lasers I-III (All)

*Energy Stream Weapons II
> Phasers > Phasers I-X (Federation Only)

*Energy Pulse Weapons I
> Disruptors I-X (All)
> Phase Cannons [if Lasers I+] (All)

*Energy Pulse Weapons II
> Pulse Phasers I-V [if Phasers I+] (Federation Only)

*Torpedo Weapons I-V
...Anti-Matter Torpedoes I-V (All)

*Torpedo Weapons VI-X
...Photon Torpedoes I-V (All)

*Torpedo Weapons XI-V
...Quantum Torpedoes I-V (Federation Only)

*Vehicle Weapons I
...Mini Laser I [if laser I+]
...Mini Phaser I&II [if phaser I&III] (Federation Only)
...Mini Anti-Matter Torpedo [if Anti-Matter Torpedo I+]
...Mini Photon Torpedo [if Photon Torpedo I+]

As a Dominion Player:

*Energy Stream Weapons I
> Lasers > Lasers I-III (All)

*Energy Stream Weapons II
> Polaron Beam > Polaron Beam I-III (Dominion Only)

*High Energy Discharge Weapons I
> Polaron Cannon I-III [if Polaron Beam I+] (Dominion Only)

*Physics I
> Bunch o' stuff

*Physics II
> Phased Energy Weapons > Phased-Polaron Beam I-III (Dominion Only)

*Torpedo Weapons I-V
...Anti-Matter Torpedoes I-V (All)

*Torpedo Weapons VI-X
...Photon Torpedoes I-V (All)
...Positron Torpedoes I-V (Dominion Only)

Notes: Each race has different options open for each of the top level weapon technologies. Notice the differences between the Federation and Dominion weapons for the same tech areas. I have omitted other racial techs for clarity, but each one follows a similiar pattern.

[ January 02, 2003, 19:43: Message edited by: Captain Kwok ]
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  #555  
Old January 3rd, 2003, 05:32 AM

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Default Re: *** Star Trek Mod Discussion ***

Concerning torpedoes, will there be an advantage to using different types of torpedoes? For example:
Antimatter Torpedo - Small and cheap. Not very strong. Fire rate 1
Photon Torpedo - Moderate balance between size, cost, and power. Fire rate 2
Quantum Torpedo - Strong but larger and more expensive. Fire rate 3

That way we can see Akiras and Galaxies that still use photons while Defiants and Sovereigns stick with the quantums. We saw in First Contact and Nemisis that even though there are quantums, photons are still in heavy use. Just curious to see how this will be done in the mod.
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  #556  
Old January 3rd, 2003, 07:29 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Kevin Arisa:
Concerning torpedoes, will there be an advantage to using different types of torpedoes? For example:
Antimatter Torpedo - Small and cheap. Not very strong. Fire rate 1
Photon Torpedo - Moderate balance between size, cost, and power. Fire rate 2
Quantum Torpedo - Strong but larger and more expensive. Fire rate 3
The torpedoes you've mentioned above are all from the same weapon family. They all share a fire rate of 2, but differ in power and range. While Anti-Matter torpedoes are considered early tech and wouldn't stick around for too long, Photon Torpedoes should remain popular to their low cost and decent performance, in fact, they are the highest level of torpedo for most races. The Federation, Romulans, and Dominion have additional torpedo options, but due to some of their limitations or costs, I would think that Photons would remain a viable option for their ships as well.
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  #557  
Old January 3rd, 2003, 11:08 AM

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Default Re: *** Star Trek Mod Discussion ***

Wait a minute! Isn't a Photon Torpedo just that? I thought a Photon Torpedo IS an Anti-matter Torpedo? I thought the word "Photon" was just an acronym for "short burst weapon". Am I wrong here?

I don't mind the idea of all races using this "Antimatter torpedo" weapon, but I just thought Photons are the same thing only named differently (slang talk you might say for starfleet crews).
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  #558  
Old January 3rd, 2003, 11:32 AM
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Default Re: *** Star Trek Mod Discussion ***

A Photon torpedo is just a souped up Anti-Matter torpedo...
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  #559  
Old January 3rd, 2003, 03:08 PM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Magnum357:
"Photon" was just an acronym for "short burst weapon". Am I wrong here?
A Photon is a "particle" of light. This has many trekkies confused, as photons have nothing to do with the destructive power of the Photon Torpedo...
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  #560  
Old January 6th, 2003, 04:51 AM
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Default Re: *** Star Trek Mod Discussion ***

An antimatter annihilation reaction produces a bunch of photons, maybe that's where it comes from
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