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-   -   *** Star Trek Mod Discussion *** (http://forum.shrapnelgames.com/showthread.php?t=6130)

Captain Kwok December 31st, 2002 09:13 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Imperator Fyron:
Make some arid O2 worlds too. And make a few Ocean worlds. Make some with mostly ocean, and then some archipelagos. http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe some forest or jungle covered worlds. Maybe some more mountainous ones.
<font size="2" face="Verdana, Helvetica, sans-serif">That is exactly what I am doing right now!

Fyron December 31st, 2002 09:21 AM

Re: *** Star Trek Mod Discussion ***
 
Good! http://forum.shrapnelgames.com/images/icons/icon7.gif

Magnum357 December 31st, 2002 10:44 AM

Re: *** Star Trek Mod Discussion ***
 
Excellent!

Hey Captian, I like the idea you have with Plasma's.

One Last question though, do you (or anybody) have any idea what the Cardassians use as their main Beam weapon? I have heard on a few TNG episodes that they use Phasers, then I have heard a few DS9 episodes use Disruptors, then I had a Trekkie tell me once that they use "Phas-disruptors" or what is "Wave-disrusptors". Anyway, I would be happy if they just had Phasers, but which way are you going to do them?

Captain Kwok December 31st, 2002 10:55 AM

Re: *** Star Trek Mod Discussion ***
 
Magnum:

I've heard of two weapons that the Cardassians use on their warships aside from the few mentions of phasers:

Compressor Beam
Spiral-Wave Disruptor

I decided to go with both of them, helping to promote more variety in the mod. I'm sticking with the Federation as sole Users of phaser weapons.

You may also want to check out the website under Treknology. Many of the weapons and other racial items are listed specifically under each race.

[ December 31, 2002, 14:45: Message edited by: Captain Kwok ]

Ed Kolis January 1st, 2003 01:38 AM

Re: *** Star Trek Mod Discussion ***
 
Plasma torps are direct fire? That's funny, because in all the other Star Trek games I've played, they have been *very* *slow* seekers (slow for a seeker - can still outrun most ships)... Begin2 and Starfleet Command are the only ones I can think of at the moment...

jimbob January 1st, 2003 01:59 AM

Re: *** Star Trek Mod Discussion ***
 
Yeah, that was my impression too... just a huge ball of plasma that slowly (relatively speaking of course) chases down the enemy ship... with a fairly high rate of energy/damage decay with range. I would think that the biggest advantage to such a weapon would be the ability of a big ball of plasma to ignor almost all point defense weapons (infact pd laser would just heat it up more!)

Perhaps, if you went with the plasma weapon as a seeker you could crank up it's pd absorbtion to the moon - and it would be a fairly unique weapon because of this.

Just my $.02

minipol January 1st, 2003 03:40 AM

Re: *** Star Trek Mod Discussion ***
 
wow, this mod starts looking better every day! coolness!! great work captain

Captain Kwok January 1st, 2003 03:51 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by jimbob:
...Perhaps, if you went with the plasma weapon as a seeker you could crank up it's pd absorbtion to the moon - and it would be a fairly unique weapon because of this...
<font size="2" face="Verdana, Helvetica, sans-serif">If you make it a seeker that isn't effected by point defense, then it becomes a torpedo that hits close to 100% of the time unless you can outrun it - but its rather strong and can be quite unbalancing if unchecked. You'd have to make it so that it can be knocked out somehow.

Magnum357 January 1st, 2003 09:57 AM

Re: *** Star Trek Mod Discussion ***
 
Hey Captain, one Last question I forgot to even mention. It maybe on your website, but what about Neutrals? Are they going to be in the game? And if so, will they have their own weapon systems and tech? Would they just stick with " General Components & Facilities" section on the site?

jimbob January 2nd, 2003 01:16 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by jimbob:
...Perhaps, if you went with the plasma weapon as a seeker you could crank up it's pd absorbtion to the moon - and it would be a fairly unique weapon because of this...
<font size="2" face="Verdana, Helvetica, sans-serif">
Quote:

Captn's Reply:
If you make it a seeker that isn't effected by point defense, then it becomes a torpedo that hits close to 100% of the time unless you can outrun it - but its rather strong and can be quite unbalancing if unchecked. You'd have to make it so that it can be knocked out somehow.
<font size="2" face="Verdana, Helvetica, sans-serif">Sorry about that, I wasn't specific enough. You could crank up the "Weapon Seeker Dmg Res := " field to a resonably high value -> perhaps 2.5 to 3.0 times higher than most missiles. In this way it will still be a seeker (with less than 100% accuracy) but will have a higher damage tolerance. In fact it will likely sopp up much of the PD fire to allow other seekers to penetrate! I'd imagine quadrupling the damage resistance would be excessive/unbalancing however.


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