Tachyon Pulse + Powerdown 5 replies

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Xan

Slightly cooler than a n00b

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16th June 2002

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#1 15 years ago

I saw this mentioned briefly in one of the posts I was reading and think it's a really great idea. I wanted to mod these two for MP myself but i'm still stuck with trying to work out how to initally do it.

For the Tachyon Pulse, I was wondering if there could be like some sort of 'bubble' effect (like in the VOY episode Dreadnaught where it wipes out half a dozen ships) emitted from the ship and illuminate any cloaked ships within a certain radius, say 30km, for a few seconds like when a cloak ship gets too close to a planet and that re-entry stuff goes around the hull.

That way you could target them with manual fire. Although the firing mechinism and how to get the re-entry type thing around the ship was troubling me. I was thinking maybe it could be fired using the torpedo type-system? Maybe each ship is equipped with say 5 pulses?

Also for the 'Powerdown' thing.. I remember this being used in quite a few episodes. I would really love to see it in MP, you could switch all your systems off and sit behind a moon or planet.

I think that both these combinations of things would even up the odds between ships that can cloak and ships that can't. If we all brainstorm perhaps one of us might have an idea on how to do this or work out if it's even possible at the moment?

Just a thought..




mldaalder

GF is my bext friend *hugs GF*

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22nd October 2002

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#2 15 years ago

I do know a "powering down" mod for the Quick Battle, it is included in the Advanced Technologies pack 1 you can download it some where at http://users.skynet.be/Alexis.Rombaut/BridgeCommander/Pages/AdvancedTechnologies/Technologies.htm You do need to read carefully or it won't work.




Xan

Slightly cooler than a n00b

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16th June 2002

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#3 15 years ago

Sorry, I should have been a little clearer in that last bit.. I didn't mean a type of powerdown weapon, although that is still a great invention. I meant if you were to like turn your Engines, Weapons and Shields offline, then you can't be detected on sensors. Like Sisko does in that episode where they wanna get the Kon Mah guy, so they hide behind the Bajor moon and turn everything off except sensors then ambush him...




Stromgarde

Sisko is da man!

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11th November 2002

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#4 15 years ago

well, I think that could work if you turn off your weapons, shields, and engines manually. I think you'll still be detected on enemy sensors but maybe someone can create a mod that when you do that that you're no longer detected say, on a certain distance. Nice thought. It would certainly add more tactic to the game!




Xan

Slightly cooler than a n00b

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16th June 2002

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#5 15 years ago

Yeah, i was thinking about modding it and taking a line from the cloaking script (which i cant find) so to say like.. if Shields && Weapons && Engines == 0%.. then saying something like.. cloak the ship, except dont play the cloak sound, and don't make it look like it's cloaked.. then when either Shields or weapons or engines are reactivated, it restores everything

but im not the most advanced person in the field of coding, im just mucking around at the moment and seeing what's what.




starforce2

BCfiles Site Admin

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4th June 2002

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#6 15 years ago

active sensors would till be able to detect your ship even if powered down.

The only way that would work is if something was hiding it, such as a mineral in the rock, radiation of some kind, or the enemy was cloaked (and thus wouldn't be using active sensors) in which case they couldn't shoot you anyways.