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  #1  
Old May 3rd, 2004, 03:52 AM

TNZ TNZ is offline
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Default Phoenix Mod Version 0.2

I have decided to attempt a new Star Trek mod using the STM as the base. The first beta Version should be ready in a week or two or three or four.

Some ideas that will be in this mod:
The Borg as monsters.
AI design creation files made to be more generic.
Weapons on all types of ships.
New ship sizes for all races
Smaller number of races.
New armor system.

The Star Trek races in this mod will be the Borg, Breen, Cardassian, Federation, Ferengi, Klingon, Romulan, Tholian and the Borg as space monsters. One idea I have is maybe removing all seeking weapons in favour of more direct fire torpedoes.

[ July 29, 2004, 06:54: Message edited by: TNZ ]
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  #2  
Old May 3rd, 2004, 04:48 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: Phoenix TNZ

Question:

Will you consider torpedos as direct fire or seeker weapons ? Given you would make them seeker weapons you could increase the speed by large amounts, this way one "torpedo" seeker would be able to hit targets at long range within 1 or 2 turns, but it would still be possible to shot them down (though i dont know if star trek torps are even destroyable in the canon)
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  #3  
Old August 12th, 2004, 09:27 AM

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Default Re: Phoenix TNZ

New Beams And Torps Displays:
http://69.56.133.54:81/threads/downl...?Number=284719
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  #4  
Old August 12th, 2004, 10:26 AM

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Default Re: Phoenix TNZ

Quote:
Question:

Will you consider torpedos as direct fire or seeker weapons ? Given you would make them seeker weapons you could increase the speed by large amounts, this way one "torpedo" seeker would be able to hit targets at long range within 1 or 2 turns, but it would still be possible to shot them down (though i dont know if star trek torps are even destroyable in the canon)
I don't think that torpedos are destroyable in the canon. I don't remember a single episode where they attempted to shoot down a photon/quantum torpedo. I've even read some stuff on the internet to suggest that the torpedos are shielded!

Also, Phoenix, since you are concentrating on making this mod more "canon" like, could you include a more ST like atmosphere?

ST doesn't have large numbers of small fighters or point defense cannons (shielded torpedos, the only time I can remember them trying to shoot a torpedo was ST: Motion Picture and they were stupid Klingons trying to shoot V'Ger "borg" torps lol)

Also there should be a way to overhaul the way warp points are made. Maybe a warp point creation component, that gets destroyed after use that is relatively low tech that can only be mounted on capital ships. I wonder if there's a way to automatically destroy warp points after creation. This is not Babylon 5... ships going into warp don't leave behind large wormholes. That way, it would more easily simulate "warp".

To be really cool, the mod should have *lots* of canon material... I'm not really a treekie, but I'm sure there's plenty of material I could read/help with if you want...

Get rid of fighters, make capital ships seem important etc. Make capital ships massive. When you lose a ship, it should be a big blow... ST isn't about thousands of ships fighting each other... That is the star trek feel.
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  #5  
Old August 13th, 2004, 12:15 AM

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Default Re: Phoenix TNZ

Actually I just thought of an exception. I remember in the spectacular battles in DS:9 in the final season... a lot of "fighter-like" craft. However, you don't really see widespread use of fighers at all outside of that. In First Contact, you didn't see runabouts and shuttles flying around shooting the Borg. (Maybe they were all assimilated, who knows). At any rate, get rid of PD and missiles... or do this, just get rid of PD and make missile speed almost instantaneous or something, and make sure no other weapons can target seekers.

The motivation behind this is that missiles use supply. I wonder if you can alter the amount of supply a single missile shot does. Why wouldn't Janeway always use torpedos? Well the reason could be simulated by making missiles act as antimatter torpedos, which use up a lot of supply. That way smaller ships would be designed with a lot of "phaser banks" to be economical.

Maybe a way to make ships more cooler is to make ships very valuable. As in, it takes the resources of a homeworld-esque planet to support the maintainence and build cost of a very large ship, like an "Enterprise" class ship.

Also, ships in Star Trek rarely miss when firing, unless incapiciated somehow (nebula, etc)... perhaps you could get rid of to-hit modifiers entirely (give every race a talisman-like component at basic tech level). It does take some of the mystery out of the game, but oh well... the only time I recall Star Trek ships missing when they don't want to is in those fighter battles in DS:9...

The specialty weapons (ship capture, weapon overloading, engine overloading, armor bypassing, master computer destruction etc) could become more important (although how I haven't thought of)... How many times have you heard "target their engines" or "target their weapons array" or "lock on a tractor beam" rather than "blow the hell out of them Riker" in Star Trek? Exactly. Maybe these specialty weapons could become more efficient/prevalent at lower tech levels.

There should be a lot of Star Trek Canon in it. Have you seen one of the Last few Voyager episodes, where Janeway uses that armor that can let a shuttle take Borg cube shots? I want that on my ship lol. Shields seem to be the most important thing in Star Trek, and other than a few exceptions like above I think that shield technology should be important to research.

Maybe you could make ships forced to put tons of shield components by making boarding parties ultra-cheap kilton wise. Star Trek ships seem to have far more endurance than in other sci-fi series. Maybe seeing an aft-fore-port-starboard shield generators, and auxillary shield generators, wouldn't be uncommon, and having a lone "phaser bank" or two would be the norm.

Anyway I went crazy with my ideas. Hope you will use some =D
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  #6  
Old August 13th, 2004, 12:22 AM

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Default Re: Phoenix TNZ

Oh, I thought of one more thing lol. You rarely see genoicide in ST, and planet-destroying weapons don't seem to exist (other than the genesis torpedo). I wonder if you could alter the massive planetary shield generator to have an obscene amount of shield points, like 99999999999999999 or something. (Or if I remember my comp sci, 65536 lol) Of course rename it to something like "Established Federation Colony" or whatever, because I don't actually remember starwars-esque planetary shielding.

Of course that would unbalance weapon platforms. But why have them? Take out weapons platforms. Then make planetary weapons the only weapons that can do enough damage to punch through the shield, and make them only mountable on huge "planet-killer" ships.
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  #7  
Old August 13th, 2004, 01:40 AM
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Default Re: Phoenix TNZ

Quote:
New Beams And Torps Displays:
http://69.56.133.54:81/threads/downl...?Number=284719
Will you be submitting them to the Image Mod?
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  #8  
Old August 13th, 2004, 01:50 AM

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Default Re: Phoenix TNZ

yeah, just my opinion late at night but these are good points I think - you didn't often see ships get bLasted to smithereens in ST unless they were fighting the borg or it was a large fleet engagement. One on one battles Lasted...forever. And ships rarely missed. Up the damage resistance, shield values, and to hit abilities, etc... and see how it plays out.
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Old August 15th, 2004, 07:44 AM

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Default Re: Phoenix TNZ

New RightFiller
http://69.56.133.54:81/threads/downl...?Number=285746
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  #10  
Old November 28th, 2004, 09:58 PM

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Default Re: Phoenix TNZ

Phoenix Mod Version 0.1[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
http://www.shrapnelcommunity.com/thr...?Number=313982
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