Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Going the other way doesn’t sound good. You’ll end up with everyone else moving too slow in strategic, or everyone moving too fast in combat.
A warp opener would be too much and leave lots of opened wps. Too bad that those auto-collapsing wps are impossible.
I like the idea of the emergency mov pods, and think it’s our best option. Using it would represent the “jump”. Too bad that now they can’t be repaired. Would it work if it gives more movements than the normal movements of the ship?
Wouldn’t it be great to have a controlled Version of that event that moves your ship to a random location?
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