dont vulcans go insane if they dont surpress their emotions?
Romulans and Vulcans are separated by a large number of generations (like, longer than humans been sentient in the Star Trek universe). The reason Vulcans go nuts without emotional repression I think has something to do with them not being used to them or knowing how to deal with them without repressing them. That, and the agitation and shame of losing the ability to repress are very powerful emotions in and of themselves.
I think Starbase stats are okay right now.
Yup, that was the very 1st episode with the Romulins. They self destructed rather than be captured. Truth is, the Enterprise got it's butt kicked pretty good in that one. I remember it well, believe it or not. Bit of Trek Trivia, the Captain of the Romulin ship was played by Mark Lenard, who later also played Spocks father.
I can't wait!!! hehehe. Klinks are fun, but Romulins RULE!!!!!!
Stress, that looks awesome
I was wondering if the old Bird of Preys were going to make an appearance
ENHANCEMENT REQUEST:
Here are some ability/stat suggestions for various Fed ships.
Constitution Class Frigate:
Ability: Drop Sensor Probe. A 3rd tier research ability, it allows these frigates to drop stealth probes that monitor a target gravity well for 3 minutes
Curry Class Frigate:
Stats: All weapons should be removed from this vessel.
Constellation Class Frigate:
Stats: Disrupters should be removed from this vessel.
Ambassador Class Capital Ship (a diplomacy based Capital Ship):
Ability: Colonize (3 levels) is perfectly fine
Ability: Broadcast Culture (3 levels) PERMANENT EFFECT. Each level is similar in output to an upgraded culture broadcast station.
Ability: Underworld Negotiations (3 levels) PERMANENT EFFECT. Gives bonuses to purchases/sales on the blackmarket. Also gives bonus when purchasing bounty
Ability: Diplomatic Negotiations (3 levels) PERMANENT EFFECT. Increases % bonus for completing faction missions and decreases % penalty for failing faction missions.
Ability: Armistice (ULTIMATE ability). Similar to the TEC Akkan BC ability
Defiant Class Capital Ship (a cost effective/low manpower combat vessel that emphasis firepower/maneuverability over shields/armor)
Ability: Impulse Engine Enhancements (3 levels). Speed increase
Ability: Maneuring Thruster Enhancements (3 levels). Increased chance attackers weapons miss this ship
Ability: Automated Shield Harmonics (3 levels). Increases Shield Mitigation
Ability: Main Power to Weapons (ULTIMATE). Increased weapon fire rate, higher damage and longer range
Nebula Class Capital Ship (a cost effective/reduced manpower version of the Galaxy Class that boasts superior speed and sensors)
Ability: Sensor Pod (3 levels) PERMANENT EFFECT. Allows faction to see all enemy ship movements between progressively distant gravity wells.
Ability: Aggressive Scan (3 levels). Works like the TEC celio cruisers = increased weapon damage against enemy target
Ability: Targetting Uplink (ULTIMATE). Using superior sensors in concert with enhanced networks, this ship relays enemy shield/hull weakpoints to all friendly ships in range = increased weapon damage for all friendly ships in range.
Galaxy Class Capital Ship (a permier exploration Capital Ship)
Ability: Colonize (3 Levels) *Similar to the Ambassador Class, but each level gives a bigger bonus to development costs
Ability: Merged Shielding (3 levels) PERMANENT. By using the same shield frequency, friendly ships in close proximity to this ship can benefit from shared shield strength = bonus to shield mitigation % of ships in range OR bonus to shield recharge to ships in range
Ability: Warp Power to shields (3 levels). The advanced scientific and engineering facilities on these vessels make it possible for power to be channelled directly into the shields = greatly increased shield recharge rate.
Ability: Armistice (ULTIMATE). Similar to the Ambassador Class, but lasts longer.
Sovereign Class Capital Ship (the pinnacle of Starship combat power)
Ability: Shield Harmonics Data Processing Systems (3 levels). Increases shield mitigation and shield regen.
Ability: Nanite Armor Upgrades (3 levels) PERMANENT. Increases ships armor.
Ability: Torpedo Barrage (3 levels). Pretty much speaks for itself.
Ability: Warp Power to Weapons (ULTIMATE). Greatly increases weapon range, damage, AND rate of fire.
Hope this provides some food for thought.
correct but not half vulcan half humans! [e digicons](\(\[/e]
Though this might not be the best place to discuss this, I think the reason behind it is because Vulcans are a partially telepathical race and have greatly enhanched almost-overwhelming emotions.
During ancients periods of their civilization their people were subject to a war that seen the use of telepathical weapons (see TNG double episode "Gambit") of unimaginable power.
Said weapons were then dismantled and buried deep under the sands of time after the Vulcans have learned how to control their emotions, which was the only thing that could keep ones immune to that weapon effects (lethal).
Lo
Would anyone be willing to post a replay with this mod... would be interesting to watch.
::Snip::
I think the Manuvering Thruster Enhancements is sort of a must-have, right now they don't last long when they come in contact with the enemy. They might be more economic to build, but they still take a cap-crew, and by the time you research them your economy is strong enough to support building the other caps to take better advantage of your cap-crews.
Did you submit that to the email adress they gave in the opening post?
Hey, so what happens when the next patch is ready, does the big chrome warbird symbol turn green??? lmao
hey Paradoxnt, what does the yellow text in the topic header say?
Any chance you guys wanna give us a little teaser video of everybody's (or at least my) favorite Star Empire in action?
Sorry I didn't send my suggestions right away. I was hoping for more feedback in this forum first.
Also I agree completely with AdmiralTeridoc about how fragile the Defiant seems to be. As it is, it's combat worthiness is more in line with a Heavy Cruiser than a Capital Ship. I am pretty sure that giving it a % chance to dodge enemy fire would fix the problem though.
What we mean is don't clutter this up with stuff like that. Send it to us, we'll decide on it. If posted on the debug site we can always find it without digging.
Just spent almost 3 hours reading up on the Defiant Class (yeah, I have no life!). The 'official' specs on this class makes absolutely no sense when compared to the other classes.
Having done a bit of research, I now fully support this mods attempt to make the Defiant class a cheap (but slightly flimsy) Capital Ship.
Paradoxnt, I note that your suggestion of powers for the ambassador would require lvl 13 to get all levels of the powers, is this intentional to make people choose wisely, or a mistake?
any chance for a 0.3E.2 release until saturday ? ^^
We JUST GOT the last patch about a week ago. They're going to add a whole new race in .2. I think it's fair to say we're going to be wating awhile yet.
yeah but they said the romulans are pretty much done allready ? ^^
Based on the fact that they've got the Romulan teaser up, I don't think it's going to be a really long time. But we'll just have to wait and see
not a long time is a relative term given the amount of work involved hunting down bugs and stuff, they need to beta test it once they have a release ready version also, be patient its worth the wait
I hope you can make it on sunday all
no E0.2 wont be out by saturday unless pigs start flying !
Feel free to hate me for this comment: Pigs have already started flying: Swine Flu.
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