Hi Tom, Hoping not to give away any tricks, I think one mission should be impossible to win. That would be a tip of the hat to the old Kirk days. I also would like a mission where the enemy has infiltrated your ship. How would you defend yourself if your cargo bay was in enemy hands? Phil
----- Original Message ----- From: "Allan Thompson" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Monday, September 18, 2006 12:01 PM Subject: Re: [Audyssey] Updated draft of ships. > Tom, > In that mission it makes sense to be stuck with whatever you picked, and > granted that would be kind of interesting. I do like the interactive > story > and it makes sense in that regard to keep a single ship thru an arc > involving diffrent encounters, and mostly I guess I was stuck in a more > strategic mind frame than a tactical one, grin. > Since the game will be more story driven, the strategy element is lessened > to allow more interesting fights and situations which is perfectly fine to > me. > I hope the last mission is the big fleet battle though with many dozens of > ships on both sides in chaotic battle, that would be neat. > > > The truth will set you free... > Jesus of Nazareth 33 AD > ----- Original Message ----- > From: "Thomas Ward" <[EMAIL PROTECTED]> > To: "Gamers Discussion list" <gamers@audyssey.org> > Sent: Monday, September 18, 2006 9:40 AM > Subject: Re: [Audyssey] Updated draft of ships. > > >> Hi Allan, >> To answer your question about choosing ships. I am working on an idea of >> a sort of interactive story. You just happen to be the captain of >> starship x. So in that sense once you pick that starship she is yours >> until the end of the game. >> One reason I am not going to allow to change commands mid stream is for >> that very reason someone might choose to switch a command knowing that a >> specific mission is coming up where his or her current ship might not be >> the best choice, but the only vessel in the area to respond to the >> threat. Here is an example of this. >> In my design notes my proposed mission 3 changelings sneekaboard Earth >> Station Mckinley and steel the U.S.S. Seleya from her repairs in space >> dock. They plan to take it back to Dominion space for research and >> study. However, you are the only starship in the area to intercept and >> stop her. >> Since Seleya belongs to the Sovereign-Class I know most folks would >> probably switch over to the Enterprise to be on a equal footing, but if >> you were commanding Bellerophon that would be sort of a cheat. >> So let's look it this way. Let's say you finished missions 1 and 2 >> successfully using U.S.S. Bellerophon and had no way to switch commands. >> Here you have this kick butt heavily gunned starship trying to escape >> Federation space with top secret Starfleet technology.U.S.S. >> Bellerophon, your starship, is the only starship in interception range, >> and you are ordered to intercept. >> Ok, well, right off you know Seleya is better armoured than you, has >> double your shielding, and many times your firepower. You are hopelessly >> out gunned so you will have to look at this and use the one advantage >> you do have. The intrepid-Class can out run, out maneuver, and sustain >> high-warp over a Sovereign-Class any day. >> You could in theory do several hit and run attacks trying to stay just >> beyond her firing range. Hit move out of the way, hit her again, move, >> etc. >> Other possabilities might be to try and stay on her aft and hammer her >> warp drive, and try and knock her out of warp or damage her primary >> power systems. If you can do that you will have a tactical advantage. >> What I am saying most of the time the ship is less important than >> knowing how to put what it does have to good use in a fight, and learn >> how to size up the other guys weaknesses. >> Take World War II. The Germans built the Bizmark, the biggest, the >> baddest, S.O.B. that was going to sail the atlantic up to that time. In >> her first engagement she made the H.M.S. Hood in to scrap in no time. >> However, there were a few faytal flaws. Poor air defence and once her >> rudder was damaged the ship was a uncontrollable wail. Not to mention >> her designers meant her to take on targets from a long rrange not close >> in fighting. >> Sure when the final show down came Bizmark took a heck of a pounding, >> but actually her flaws became apparent, and ended up being the end of >> her. >> The Japanese super battleship Yomato had similar flaws. In a one on one >> fight she would slotter the U.S. and British ships. However, in her >> final battle we launched an air attack against her, which she had no >> defence against, and went quickly to the bottom of the Pesific before >> reaching Okinawa. >> Moral of the story is no matter how good the ship, super weapon, there >> aways is a flaw in the design that can be used against it, and it is >> allover for it. >> As for what the ships look like the Prometheus class has a general >> Starfleet designed hull except it has four warp engines rather than the >> two we see on most starships. >> >> Allan Thompson wrote: >>> Hi Tom, >>> I like the list a lot, it really gives a good breakdown of strengths and >>> weaknesses. A couple questions however. I know what most of the ships >>> look >>> like on the list, but what does a prometheus and nebula class star ship >>> look >>> like? >>> Also, in the game, can a person pick the ship most suited for a >>> particular >>> mission? or is a person stuck with the same ship for the whole game? >>> An example of what I mean would be this: lets say the player needs to >>> investigate a rumor about a dominion stronghold in an asteroid belt. >>> This >>> is >>> a recon mission, and sensors are imperitive in finding this base. >>> Someone >>> would want the defiant or farragut instead of a big slugger with lesser >>> sensors since the mission would involve simply finding the base, not >>> fighting it or destroying it, which could be a seperate mission, which >>> might >>> involve wanting to send in a diffrent ship to handle it. For destroying >>> the >>> base I would definatly want something with lots of torps and shields, >>> since >>> speed or sensors might not be really all that required for the mission. >>> I hope I explained myself in that scenario. I like the idea of >>> difficulty >>> levels, but it would make sense to me to use the proper ship for the >>> proper >>> job, just like in the real life military where there is seperate >>> vehicles >>> for seperate jobs. >>> Of course, perhaps an incentive can be offered for completing a mission >>> with a more difficult ship, but it is an idea. What do you think? >>> >>> >>> The truth will set you free... >>> Jesus of Nazareth 33 AD >>> >> >> >> _______________________________________________ >> Gamers mailing list .. 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