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 .. Gamers@audyssey.org
>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>>
>
>
>
> _______________________________________________
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web. 


_______________________________________________
Gamers mailing list .. Gamers@audyssey.org
To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.

Reply via email to