Hi Thomas,
thanks so much for taking a look at some of those suggestions. I just can't 
get enough of this game. lol

thanks again,
allan
The truth will set you free...
Jesus of Nazareth  33 AD
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, March 17, 2006 7:16 PM
Subject: Re: audyssey: suggestions for stfc


> Hi Allan,
> Some of your suggestions are actually in the works. For example the 0
> light years thing. I am going to be updating it with something more
> realistic like 30000 kilometers, 60000 kilometers, etc. That way you can
> actually judge distance between objects.
> As for your suggestion of klingon 1,klingon 2, etc can easily be
> accomidated. It could have that in the game in a day.
> The long range autopilot to enemies can also be acomidated. It might
> take slightly longer to do, but is possable.
> Anyway, allot of your suggestions. Some I can do right away when I
> release the patch for the beta, and others will have to be docked for
> some distant future.
>
>
>
>
> allan thompson wrote:
>> Hi Thomas,
>> I was hoping just to  log some suggestions for the star trek final
>> conflict game that might be considered.
>> I want to stress that I am not complaining, just suggesting.I also
>> want to stress that I am not expecting anything to happen, until you
>> get your other projects going, but I always feel the need to throw in
>> two cents or so. smile
>>
>> first: could there be an auto pilot in place for going to sectors ,
>> such as  if I want to go to c3, etc.
>> second: someone else might have mentioned this, but  while I love the
>> sector idea and it should remain,  is there some way to measure
>> distance in side the sector so that some sense can be made of what is
>> happening inside the sector. For instance, I would have monarch at
>> zero range with the enterprise and the borg cube but the borg cube
>> would not be in zero range with the enterprise. It took me a couple of
>> confusing minutes to figure out what was going on. Not surprising
>> considering me being an old fogey and all, lol
>> third: Does a ship have to dock with the ship or starbase that it is
>> going to on autopilot? The biggest problem is with defiant, since it
>> needs to drop cloak when docking, but there are times I don't want to
>> dock that exact moment.
>> fourth: can long distance sensors be a little more useful? It is
>> difficult trying to  arrange a battle plan when you cant identify the
>> particular enemy you want  your ships to go to. At the very least,
>> labelling them  with a number like klingon warbird one, klingon
>> warbird two etc and so forth. This way if I have two ships that are
>> long range that I want to send to the enemy, I can be sure that I am
>> attacking the same ship. In addition, could long range sensors
>> identify the federations own ships?  this makes sensors  more useful I
>> think
>>
>> fifth: would it be possible in the future to play the other races such
>> as being the borg or being the klingons? That would be  very cool. It
>> is the final conflict after all, *smile*
>> sixth:I found myself not bothering with phasers at all except for the
>> defiant, and  I actually came across the descision to either use my
>> phasers or self destruct. I self destructed, lol. I was wondering if
>> there was a way to make phasers more effective, such as a targetting
>> system that could shoot at specific systems on a ship. They do it on
>> the show all the time, but I don't know how feasible it is.
>>
>> seventh: could there be a menu item that  can limit or expand the
>> circumstances of the  game. For example on the menu  one could choose:
>> you lose if all of your ships and bases destroyed, you lose if  both
>> starbases destroyed, you lose if the enterprise is destroyed etc and
>> so forth
>>
>> eight: While this is a long shot, would it be hard to put in
>> transporters for sending over shock troops to enemy vessels and laying
>> mines. These could attack systems on a enemy ship and things like
>> that. Of course shields would have to be dropped for a short time
>> which could be  dangerous.
>>
>> nine: is there a way to cycle phaser power back into main power or use
>> it for shields? If not this would be  a great addition.
>>
>> ten: when the defiant decloaks could the  cloaking sound be activated
>> when it does? in addition, I couldnt find a way to check if the cloak
>> is up or down, so if there is no currrent way, could there be a way to
>> remind someone if the cloak is up or not? perhaps in full status or a
>> separate command in the status menu
>>
>> eleven: I think I would prefer the eight cardinal  directions like
>> south or  north west more than the course heading. but this isnt
>> essential, although I find myself not bearing an exact course with
>> ships or starbases I might want to  go to . Of course, this could be
>> all fixed by setting up an auto pilot command that can follow enemies
>> even at long range. Then why would you need any course control?
>>
>> twelve: in some distant future, it would be great to have a mod to
>> make  your own ships with a  huge  variety of things to  choose from.
>> In addition  some future mod to be able to make your own scenarios,
>> perhaps placing planets or asteroids,  or a damage ship you have to
>> protect or tractor away.
>>
>> I don't ask for much do I? lol
>> These are just  gee whiz things, some are more imperative for the game
>> and some are just speculation, and I am well aware you got a million
>> other things  going before you bother with this game  right now. I was
>> just hoping you would  at least log it away  somewhere and  pick and
>> choose what works and what doesnt at your convenience.
>> thanks for listening and for a really great game,
>> allan
>>
>>
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>>
>> [Non-text portions of this message have been removed]
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