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  #21  
Old April 4th, 2005, 12:38 PM

Ron_Lugge Ron_Lugge is offline
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Default Re: LCARS Marker for STM mod?

I liked that LCARs interface.

But too many things since that have made me want to laugh... especially since I'm making the mistake of browsing in class.
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  #22  
Old April 4th, 2005, 12:42 PM

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Default Re: LCARS Marker for STM mod?

Quote:
El_Phil said:
Ahhh a STM idea: Cut the damage resistance of warp cores, nacelles and impulse engines to one to reflect their amazing ability to break down/breach/go into overload/technobabble problem of the week just when they're needed the most.
You'd actually have to increase the damage resistance. Components with higher DR are destroyed more easily/quickly in attack, etc.
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  #23  
Old April 4th, 2005, 12:56 PM
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Default Re: LCARS Marker for STM mod?

True, but then the warp core would actually take some damage rather than instantly threatening to breach when hit by a weapon/strong breeze/kitten.

Give them the armour ability might do it, but lead to very slow combat.

Actually shouldn't the nacelles have armour ability, at least the Federation/DS9 ones. I mean if we're talking about easy to hit targets that would get shot first they do seem very vulnerable.
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  #24  
Old April 4th, 2005, 08:07 PM
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Default Re: LCARS Marker for STM mod?

Oh, also for extreme future technology, I'de like to have one of them thar strap-on wrist flashlights. Comes with automatic sensor/tricorder can't read/reduced range.
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  #25  
Old April 4th, 2005, 09:16 PM
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Default Re: LCARS Marker for STM mod?

Holly CRAP! Yes, YES Those would be excellent for replacing the current SEIV looking ones. YES YES YES>...... MORE.
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  #26  
Old April 6th, 2005, 12:23 AM
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Default Re: LCARS Marker for STM mod?

How about a shield polarity reversing, frequency harmonic resetting, verteron-particle based teleporter bomb.

"They've penetrated the shields captain!"
"Get those multi-phasic blah blah thingies online, we've got to--"
KaBoom.
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  #27  
Old April 6th, 2005, 01:43 PM
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Default Re: LCARS Marker for STM mod?

I still do not understand the exploding panel thing.... Please tell me that by the 24th century that have not yet adopted the idea of adding surge protectors to all systems. Seems to me that it would be a no brainer to do so.

Back in TOS, the exploding panels worked, but by TNG era, they should have fixed this.... and to be killed by an exploding panel... Oh give me a fricking break!
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  #28  
Old April 6th, 2005, 01:58 PM
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Default Re: LCARS Marker for STM mod?

Well its a little know fact that the consoles in fact use a hyper advanced electronics system that utilises cutting edge trinitrotoluene as one of its key systems. Unfortunately there are a few safety issues...

As for being killed by an exploding panel, well if you wear a red shirt and have no name in any Trek then it's only a question of how you die not if, for you are domed.
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  #29  
Old April 6th, 2005, 03:15 PM
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Default Re: LCARS Marker for STM mod?

Then there's the amazing phaser-powered door locking mechanisms. Firing on a keypad when you want to get through unlocks the door, and firing on a keypad when you want to stop others from opening the door prevents it from being opened.

Who needs to be clever when you ken jest shoot stuff. Hot dam BillyJoeBob, dat blowed up reel good.
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  #30  
Old April 6th, 2005, 03:29 PM
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Default Re: LCARS Marker for STM mod?

It's just people being too lazy, they're not shooting the keypad at full power, it's actually on very very low power and pressing the right button.

That and the Jefferies tubes. I can imagine the meeting now:

Designer A -'So we're do we put the vital components of the ship? You know the ones that you may need to get to in an emergency?'
Designer B - 'I was thinking a well lit room with good access and plenty of space to work. Then I realised I hate every engineer in starfleet and so I've put them in a tiny crawl space that's a bugger to get to.'
Designer A - 'You can't do that! There's way too much light, make it much darker!'

Evil laughter ensuse
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