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  #1  
Old February 1st, 2002, 05:16 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

TerranC: You've got some good ideas, but no implementation experience. For starters, read the ability.txt .

- The tri-cobalt you describe would never be used. Make it 7x the damage, same size launcher, but one shot per combat, and there will be some use for it.
- All the "one sector away" things will never happen, and you can't tractor you own ships. however, the multifunction abilities can easily be done.
- Also, stay away from any construction ability on minor components. You can only have one per ship, and will be able to build full size ships, not just units.
- Repairs are always perfect. Components are all or nothing in SE4. Anything you can build can be repaired anywhere, except for emergency propulsion & supplies, which are hardcoded to require a full-fledged space yard.
- For the warp core, I would suggest letting it store a year's worth of supplies, rather than generating supplies. Describe it a package deal with some antimatter pods .
- Computer: everything but the +2 is possible.
- EPS: can't reduce hull strength unless you give it negative hitpoints, and Last I checked, SE4 chokes on stuff like that. Try this one out yourself with the latest Version
-Shuttle bay & engineering: spaceyard dealy as above.
- Deflector: harsh reality time.
- Holodeck: that ability would spread to other ships in the same sector, unless you mean a fixed, one-time boost. In that case, make it a 3% bonus for to-hit offense & defense.

Mostly great stuff, I just had to point out the problematic points. Very impressive overall.


+++++++++++++++

These should be a good start for the trek defenses:
Obviously, shield tech should be cheaper/faster improvement than armor tech.
Also, note that having lots of trek shields does not make you invincible. Once the initial 100% resistance is worn down and the crystalline starts to kick in, then the shields only block 50% of the damage. This then rapidly decays to zero as the generators get smashed for being "armor".

Name := Ablative Armor I
Description := A multi-layered material designed to selectively vaporize during weapon impacts, carrying energy away from the hull.
Pic Num := 211
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := All
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 5301
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 0
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is hit before most other components.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None

Name := Trek Shield Generator I
Description := Generates an intense, but localized gravitational distortion, disrupting incoming weapons fire.
Pic Num := 211
Tonnage Space Taken := 10
Tonnage Structure := 25
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := All
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 5401
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 0
Number of Abilities := 4
Ability 1 Type := Shield Generation
Ability 1 Descr := Can withstand upto 50 ADU before weakening.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := Can withstand upto 20 ADU impacts without significant damage.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Shield Regeneration
Ability 3 Descr :=
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0
Ability 4 Type := Armor
Ability 4 Descr :=
Ability 4 Val 1 := 0
Ability 4 Val 2 := 0
Weapon Type := None

Edit for clarity.

[ 01 February 2002: Message edited by: suicide_junkie ]

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  #2  
Old February 1st, 2002, 06:35 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Hey TerranC good to see your enthusiasm and someone thinking about the Star Trek part.
Some things:
*Think of wich of these technologies should be shared with other star trek races.
*Be careful with balance!!! All what you're suggesting looks super-powerful. It doesn't need to be better to be worth researching since they will not have access to standard techs. Most technologies should be custom variations with their own advantages and disadvantages.
*You don't have to copy the engines+emergency pods model I suggested for starwars. Star Trek ships are fast both in strategic and in combat. Or you were refering to the mov bonus ability used in engines and solar sails?
*I already made a set of custom ship sizes for the federation. Note that tonnage of some ships is scaled because they were too big or too small. Please revise it and suggest changes/more sizes. I'll update my trek shipset to match with not included pics for those sizes later (or allow someone else to do it for me).
http://se4kdy.cyberwars.com/files/sc...ci-ficross.zip

[ 01 February 2002: Message edited by: Andrés Lescano ]

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Old February 1st, 2002, 04:21 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andres:

You mentioned using the Assault Shuttles to capture ships, can you put boarding parties on fighter class ships? I know you can't do cargo (had tried that). I thought I tried this in the B5 mod (made a breaching pod class fighter) and it didn't work correctly.
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  #4  
Old February 1st, 2002, 06:21 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Trek ship engines:

Most Trek ships should be able to have 3 "engines". They should have a Warp Core, which would be one per ship and give from 4-6 movement points. The Warp Core should store 10,000 suppplies and should be large. Then, add Warp Nacelles, which make from 1-3 movement. Ships will have a Core and 2 nacelles. Some ships, like the Heavy Destroyer, will have 5 "engines", allowing for 4 nacelles. Add Impulse Maneuvering Thrusters, which generate from 1-3 combat movement.

Add a Fusion Reactor/Anti-matter Storage Pod that stores 500 supplies and generates from 50-150 per turn. Add Bussard Ram Scoops that generate 100-300 supplies per star, and add some stars to the Nebula Systems.

I'll type my ideas on Trek ECM in the afternoon.
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Old February 1st, 2002, 08:16 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

For B5 I split it up into Reactors and Engines (thrusters).

The engines/thrusters were only for movement and held no supplies, the reactors handled all supplies. Kinda sim to IF's idea for trek.
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Old February 1st, 2002, 10:38 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Well I really don't have experience as a MODer... They were just ideas that I sorta put together from Star Trek Canon info.

Thanks for the "Positive" input

I have some ideas about Klingons and Romulans but I think Ill read some technical info before I post them up.

edit:
Now... Based on everybody else's part, I take back My idea of Transporters and Tractor Beams and Deflector... at least the ideas that are crazy

I guess my ideas seemed too strong because most federation ships have "all eggs in one basket" doctrine. I'll think of some penalties.

Holodeck Idea is dead. I guess I was being to vague with the idea of Replicators.

Replicators can only repair First 3 Priority components, if that is possible, that you have set, And it should use a LOT of supplies.

Engineering is also scrapped. Deflectors also... But for warp points only... Frankly I think it should give some bonuses in fighting in storms. (Just to put some Canon facts in)

And Suicide_junkies idea of Tricobalt devices sounds better than My idea

Weapons and Shielding could be shared, along with transporters, Since all the other races seems to have phasers, torpedoes and transporters in the Series.

And I didnt copy off your ideas. If I did, Mucho sorry.

And I'm not so sure what you've said about the ship sizes andre.

And Imperator... In Trek facts Bussard scoops were only designed as an emergency measure so it could limp back to a starbase. I guess the amount of supplies it generates could be increased but no more than 100.

Ok... whew... That was one heck of a rant.
Thanks for looking over my Ideas.


[ 01 February 2002: Message edited by: TerranC ]

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  #7  
Old February 1st, 2002, 10:44 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Add a Fusion Reactor/Anti-matter Storage Pod that stores 500 supplies and generates from 50-150 per turn.
Is there any reason why a "fuel tank" would fill itself up?
Last I checked, there were no perpetual motion machines in StarTrek .
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