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  #241  
Old March 5th, 2002, 05:10 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

It might be an idea to leave the Borg some intel capabilities. After all, just a few rogue nano-probes left over from a Borg attack can cause a lot of havoc (cargo explosion, supply leak, etc.), and can even spark off a new round of assimilation (crew insurection).

It could go either way, but they should definitely not be left open to intel attacks.
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  #242  
Old March 5th, 2002, 03:35 PM

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

The Intel points idea is pretty good for the B5 ancients, though I can't picture the shadows being 'defensive only' in their Intel. Always kind of pictured them making lots of little things happen and manipulating the events to their advantage.
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  #243  
Old March 7th, 2002, 04:22 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Sure, as long as you're just looking around, they don't bother you, but the instant you try to pull something, you'll have three dead drones, and a thousand invulnerable ones coming down on you like a ton of bricks

Well yeah, that is true if the survival of the operative is important. If not, then all he/they have to do is set up their bomb(s) and such and detonate them. Voyager has proven that the Borg will allow you to set up bombs throughout their ship with no interference. Or, you could genetically engineer someone to produce a virus that kills borg really quickly and then let them get assimilated. Or, just teach a drone to be an individual and then give him back to the collective and he'll cause a huge uproar, leading to 1000s of drones becoming self-aware and leaving the collective, all to become the personal army of a Soong-type Android's evil brother. The Borg are probably the worst designed race in any semi-reasonable Sci-Fi universe.
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  #244  
Old March 8th, 2002, 01:48 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

[sigh]

Yes, the Borg were cool in the ST:NG universe. Dangerous, rabid, intelligent and ultra-adaptive in their own way.

But instead of remaining an (occassional) Uber-evil race, the creators/writers made them into a run of the mill sort of race... and unfortunately familiarity breeds contempt (rather than fear).

But the unforgivable literary sin was that the writers made them stupid... In the beginning the borg can modulate their shields to become impervious to photon torpedoes after only two hits = smart. By the time we get to Janeway and the Fur Trading good-ship lollypop, the borg just can't seem to jam those transporters! By my calculations, three out of every four borg cubes we see ends up destroyed by boarding parties.

Either the borg e-mail system isn't routing Messages, or the ST writers' guild needs a health round of kick-butt firings
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  #245  
Old March 8th, 2002, 07:20 AM

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

I am new to SE.
THis mod sounds exactly like something that I want! I am surprised something like that does not exist yet. This would be so sweet when it is all done!! I just got SEIV Gold. Will this Mod work with it? How long will it take to finish this Mod?

Shrapnelgames should be paying you guys for this!
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  #246  
Old March 8th, 2002, 07:23 AM

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

Wow I am member #2500! Do I get a coupon or something . Anyways have anyone thought about adding another classic race? Kilrathi from Wing Commander.
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  #247  
Old March 8th, 2002, 07:28 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

That is a Whole lot more work.

I'm not saying that it's not a good idea: I'd love to play kilrathi's... Somehow maniac annoys me.

But then we'd have to add the Terran Confed, then the Aliens from Prophecy, The Border worlds, then maybe someone will ask us to include all the pirates from Privateer.

... Thats another columm of AI sheets.
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  #248  
Old March 8th, 2002, 07:33 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Well, this mod is supposed to combine as many sci-fi genres as possible. As long as somebody is able and willing to make any/all of those, they can be included.
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  #249  
Old March 8th, 2002, 07:35 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Hmm...

You know what, The Prophecy aliens sounds nice... Maybe I'm gonna have a look at that.

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at the end of the rainbow that leads to North Carolina...
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  #250  
Old March 8th, 2002, 09:42 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Stuff I'd like to see in the Crossover Mod:

Warhammer 40k stuff (go necrons)
Wing Commander stuff
Space Quest stuff (roger wilco for fun)
Dune stuff
Foundation stuff
a crap load of anime stuff
-Gundam stuff
-Macross/Robotech stuff

The technomagi from B5

I might be able to dig up some weapon lists and stuff with prelim stats for different things.
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