Phaser/Torpedo Turrents -1 reply

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KaBoom1701

I want to be like the Admins

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10th April 2004

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#1 13 years ago

I'm in the middle of my personal mod right now and had a brain fart of an idea.........

What if I recode all the phaser & torpedo turrents in A2 to requirer 2 crew instead of 2 officers to build?

This would free up some much needed officers and would allow for turrents to be taken over by enemy forces.

I mean really, 2 officers to man a turrent? That really is ridicules.

Another idea would be to make all turrents unmanned period. I'm sure in that time period they would be unmanned anyways. Just a thought. Any takers?

KaBoom out.




blurb23

I take what n0e says way too seriously

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28th November 2004

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#2 13 years ago

I'd like to be able to take over turrets. They're the biggest pain to take out, and turning them against your enemy should be fun!




[Sonic]uk

known before as paulhanselluk

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26th June 2005

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#3 13 years ago

They sure would, we know for a fact that the cardasian ones are, that would be quite good,




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#4 13 years ago

That is a really good idea. In my mod, I made the turret's have no officer or crew cost like you suggested, but being able to take them over is really good.




Major A Payne

The 6th Day

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7th August 2002

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#5 13 years ago

Problem with giving the turrets crew is that they would be destroyed much quicker.




Slider17

I want to be like the Admins

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15th February 2004

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#6 13 years ago

Hello! Well, you could extend the argument to the ships and stations as well. They go derelict because the crew is dead, but what about the officers? Are they all trapped in the holodeck again? roll%20eyes%20%28sarcastic%29.gif So, you could retool everything, or change officers to antimatter pods maybe? I think I may do that in my own game in fact... Because that would be more like the Borg power nodes which always made more sense to me...




Sherman2

Meh

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30th October 2004

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#7 13 years ago

add shieldprotection = 1 to the turret odf, and MaxShields = (50% whatever the original was) and that would level it, klingon commando teams & Cubes/Assims would be :rofl: though :p




perfectdark21

I post to get attention

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3rd August 2005

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#8 13 years ago

Back to the original idea, im liking the whole being able to take over the enemy turrets. that would come in use when im playing against one fo my friends because he just piles them up in front of the entrance to the base and its nearly impossible to get past him without dreadnaught missles in the future mod.




archerscott

Make it so!

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21st February 2005

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#9 13 years ago

I have put crew on my sensor arrays with no officers. And made it a high attack priority so the enemy always attack them first. It's like bait and I get the big ships to move in. Your idea of crewing the turrets is good and may make the game harder as how can you fight the enemy and your own defenses??




AdmarilRyan

I'm not crazy... Not always

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17th May 2005

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#10 13 years ago

There is another way of making the crew last longer is adding this to the turrets odf file: saneCrewLossMethod = 1 crewHitPercent = 1.0f That means that the crew will only be hit 1% of the time. Also add //The multiplier used when a boarding party is sent to an enemy ship boardingPartyStrength = 100.0 This will give you a bit more protection against boarding parties The other thing left for you to worry about is the auto assimulater