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  #131  
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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  #132  
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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  #133  
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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  #134  
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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  #135  
Old February 2nd, 2002, 01:08 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
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.


That's true, but if they don't generate enough resources, then nobody will use them.

quote:
Is there any reason why a "fuel tank" would fill itself up?


I typed this in a hurry this morning, so I didn't think enough about what I was writing. I should have called it a Fusion Reactor/Dueterium Storage Tank. The component is supposed to represent both the reactor and the fuel storage compartment for that reactor. They could be separated into a Fusion Reactor comp and a Dueterium Storage Tank comp, but that would just be silly. You can't fuel a reactor without some fuel, and storing fuel without any reactors would not get you any power.

Adding a separated Anti-Matter Storage Tank that gave some supplies would be fine, cause the anti-matter is used in the matter/anti-matter fission reactor that powers the engines. The dueterium fusion reactors are used to power other on-ship systems.

The warp core should eat up a moderate amount of supplies, and the nacelles should use tons of supplies and have 0 storage. That way, people would be more likely to use some reactors and storage tanks on their ships.

And now for ECM:

In Trek, ships hardly ever miss. When they do miss, it's usually because the target out-maneuvered the attacker. ECM devices don't seem to be useful or in existance. You can't get rid of ECM in SEIV, however. So instead, lower Trek ECM devices effectiveness, and add some "ECM" to the warp nacelles. About 5-15 should be good. Then, give the Impulse Maneuvering Thrusters 10-30 ECM. This does create the problem of Trek ships getting extra ECM in the beginning of the game. Any suggestions on how to balance this?
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  #136  
Old February 2nd, 2002, 01:12 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:

ECM devices don't seem to be useful or in existance.


I Heard somwhere that Defiant Class use ECM generators against the Borg.



[ 01 February 2002: Message edited by: TerranC ]

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  #137  
Old February 2nd, 2002, 02:50 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Fyron:
What exactly are you trying to do with the supplies here?

Way back when, me and Magnum came up with a nifty Trek propulsion emulator for SE4.

Impulse drives give combat movement.
Nacelles give 1 standard movement.
The M/ARC (aka warpcore) provides 4-7 "bonus" movement.
Escorts & frigates require 1 Engine per move
Most ships upto say Battleship size require 2 engines per move.
Battleships take 3, dreadnaughts take 4.

- Any ship with too few functional nacelles is dead in the strategic water, no matter how good their reactor is. (bonus movement is useless without at least 1 standard movement)
- Putting four nacelles on an LC is fine: you get 1MP more, and backups incase of combat damage.
- Include an "internalized" nacelle design for ships like the defiant, where the nacelle is more expensive, but much more resistant to damage (or is perhaps not counted as "armor")
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  #138  
Old February 2nd, 2002, 03:12 AM

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

I've started work on a Battletech mod while I wait for SE4Gold (unlike TechMod, I don't think BT will use many, if any, of the new stuff).

So, should I try to make it mesh with this mod as well? If so.. is there anything I can download to get an idea on what I need to balance against? I don't have a heck of a lot of information available, so I can be decently flexible..just trying to get the feel of it down, not the numbers.

Would it even add anything to the mod? BT focues more on ground invasions, so strong troops. Good fighters as well, and if I can figure out a way to model them, dropships (large shuttles, esentially- they do all the lifting to and from planets).

Other characteristics:
-No shields
-Ablative-type armor (the troop armor can be damaged by rifle fire, yet take direct hits from hypersonic slugs..the warpship armor is similar)
-Fairly slow on a strategic scale, middling speed in combat (hard to do, seeing that afterburner abilities don't stack)
-Weapons are powerful but fairly inaccurate

More later..

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  #139  
Old February 2nd, 2002, 03:52 AM

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

There is also all the stuff in BattleSpace - gives a bunch of ships to move the troops and stuff around as well as slug it out.

There are also a lot of (aerospace)fighters in BTech.
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  #140  
Old February 2nd, 2002, 05:22 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

SJ:
quote:
What exactly are you trying to do with the supplies here?


I don't really know at this point. I was throwing out some ideas to get the Trek part of the Mod jump-started.

quote:
Way back when, me and Magnum came up with a nifty Trek propulsion emulator for SE4.


Did this ever get past the drawing-board? Do you have a text file with some sample components? If not, don't worry about making a new one, I'll do it. What was the max number of engines you let ships have?

TerranC:
quote:
I Heard somwhere that Defiant Class use ECM generators against the Borg.


Where did you hear that? I've never heard it before.

P.S: How do you make the quote tag say who originally made the post (short of manually typing in "posted by...")?

[ 02 February 2002: Message edited by: Imperator Fyron ]

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