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Powering Down the ship
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Thunder

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Post Posted: 05-29-2004 04:12 PM Post subject: Powering Down the ship

Anyone ever considered making a power down mod.

I think it would be pretty cool, all you'd have to do is turn off the glows
correct?

My idea is that when you power engines down to 0% the warp nacelles and impulse engines stop glowing (if thats possible)

When you power sensors down the Deflector dims out.

And when you power everything all the lights, engines and any other glowing objects dim.


Also when powered down could make it appear that you ship is debris so that ships wont target you?

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Post Posted: 05-29-2004 04:15 PM Post subject:

I think this has been talked about befor.'

I am not quite sure what was said about it though.


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Post Posted: 05-29-2004 09:49 PM Post subject:

And make it so that when you power down the enemy doesn't fire at you... He just sits there... waiting....

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Post Posted: 05-29-2004 11:20 PM Post subject:

For the longest time I've had a power down button - it just does nothing except visually shutting down the glows.

First of all, glows are either on or off. You can't turn of the deflector and then turn off the nacelles - its all at once. No way around this.

I was trying to figure out what should be different when your ship is powered down. I mean, yes shields should go down, sensors, weapons, etc. but what good is there in powering your ship down if it doesn't give you some kind of advantage.


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Post Posted: 05-29-2004 11:38 PM Post subject:

Hmm, well if other ships can't target you it would give you time to repair damaged systems.

It may be of more use in scripted missions though.


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Post Posted: 05-29-2004 11:43 PM Post subject:

And I'm not sure other ships being unable to target you would be realistic.

Tactical: We can't get a lock
Captain: But we can see him right there
Tactical: Yes but we can't lock onto a powered down ship


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Post Posted: 05-29-2004 11:54 PM Post subject:

couldn't it be given the properties of a cloaked ship?


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Post Posted: 05-29-2004 11:58 PM Post subject:

I agree that it should have an advantage, but I also agree that it shouldn't just make it so the enemy couldn't do anything; That's what Cloaking is for.

Ideas, just to throw around: (Note that these are just ideas, and not to be considered as doing all of these, just some)


    Increases repair speed double (Due to power redistribution)
    Halves damage taken (Due to fewer ruptured active EPS conduits)
    Enemy can only lock on if within close range (Low power signiture, probably not realistic tho yeah)
    Replenish torpedo supplies (More power to replicate the complicated particles in torpedoes)
    damage*1000 to next torpedo (special attack, this is kinda a gay idea, but allows for 'Hero' manuvers, like a Deflector dish weapon)


That's all for me... Neutral

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Post Posted: 05-29-2004 11:58 PM Post subject:

in pan interactive's domnion wars, powering down makes you undetectable, but only if the enemy haven't seen you. as has been said, it could only be used in scripted missions though.


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Post Posted: 05-30-2004 10:20 PM Post subject:

I think it would be good if it did the same thing as a cloak, but only if you're in a certain range you can detect it. Can that be done?

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Post Posted: 05-30-2004 10:43 PM Post subject:

hasn't that been discussed fot BC2 yet?

my idea would be if you hide behind a planet or in an asteroid field the enemy cant detect you because of the EM interference...

or perhaps orbiting the pole of a planet, like in that episode with the super-soldier...


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Post Posted: 05-30-2004 10:46 PM Post subject:

Don't think hiding behind planets is possible without an excessive amount of scripting - (calculating vectors and directions and whatever)


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Post Posted: 06-01-2004 07:18 PM Post subject:

Itd be good then when u take a hit u can play possom flush some plasma take ur stabilisers oflin then when they move in BOOOM in the face


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Post Posted: 06-29-2004 06:54 PM Post subject:

Admiral_ames can u put your script somwhere for downloading cos i wud love to be able to tern off the lights.
PLEASE


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Post Posted: 06-29-2004 07:48 PM Post subject:

Well if it is possible why not try to make a power down in a way that is similar to ST: TWOK that would be awesome to see.

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Post Posted: 06-29-2004 11:46 PM Post subject:

@GarethBTheKing: I will post it as soon as I can but at the moment I have a few bugs to work out and free time has been a valuable commoditee lately.


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Post Posted: 06-30-2004 11:27 AM Post subject:

ok thx u can take your time.


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Post Posted: 07-01-2004 08:57 PM Post subject:

Maybe a powered down ship could appear as an asteroid or targettable junk. Once you have the science officer scan the target, it's revealed as a ship.


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Post Posted: 07-02-2004 12:41 PM Post subject:

well this is sort of along the powering down thing, but in the Voyager episodes with the Equinox, the captain of the Equinox had they shut down the shield grid, and reboot it...i think they said 20 seconds or something, which increased the recharge.....it left them vulnerable for 20 seconds, but instead of the shields failing, when they repowered the grid, their shields were holding again....

dunno, that might be something along the lines of an advantage....


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Post Posted: 07-02-2004 02:13 PM Post subject:

Don't know if it's any use, but I had a version of this (homemade), it's kinda my first attempt at doing anything at all and so far all it does is shut off the glows and cut power to engines, shields and weapons, dims the lights to red alert level, and on the Sov bridge it shuts off the LCARS.
After you've used it, the button is replaced by a power up button that brings the glows and lighting back up etc.

It works as a mutator, doesn't overwrite anything, and although the code is probably very messy it doesn't seem to have anyserious bugs.

If anyone wants it then lemme know and I'll zip it up and upload it.
I'm hoping to update it over time when I get an idea of what people think it should do.

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Post Posted: 07-02-2004 02:59 PM Post subject:

Sounds cool I'd like to try that sucker out, I've done so much to my BC folder that this would be another part of the mess lol.

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Post Posted: 07-02-2004 03:14 PM Post subject:

Ok, here it is, just extract it and enable the mutator and the button should appear in Brex's menu, comments/bug reports welcome.

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Post Posted: 07-02-2004 03:42 PM Post subject:

I'll let you know if I find any bugs.

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Post Posted: 07-02-2004 03:49 PM Post subject:

After testing it and making Scotchy's galaxy look like the power is on the fritz switching power down and up, I found a slight bug when you turn the power back on it dosen't restore the engine power back to normal.

This is very good and nice bridge effects too, it's nice having a mod that is a step closer to canon.

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Post Posted: 07-02-2004 03:55 PM Post subject:

I'll take a peek at it and see if I can fix the engine power, and then I'll repost, shouldn't take more than about 10 mins I hope.


****EDIT****
Ok, it's fixed and the new version is attached, any ideas of what else it should do? (I forgot to mention earlier, but it's also set to kill the viewscreen too, won't affect people who play from an external view much tho)

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Post Posted: 07-02-2004 07:49 PM Post subject:

I'm gonna be away over most of the weekend, so if there's any updates anyone needs then lemme know sometime within the next hour or so and I'll try my utmost to get them done before I go.

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Post Posted: 07-02-2004 08:02 PM Post subject:

I'll check it out now that I got some time.

Edit: It works perfectly now. But I was wondering would it be possible to make it so that when your ship is badly damaged, it takes the warp core off line so it will prevent a core breach.

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Post Posted: 07-02-2004 08:30 PM Post subject:

I should think it'd be possible, I just need to make it check the damage level and at say, 30% set it to disabled...I'll have a look and try and get a new one uploaded tomorrow night for you.

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Post Posted: 07-02-2004 08:33 PM Post subject:

Sounds good and I think that this mod here has a lot of potential.

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Post Posted: 07-03-2004 01:10 AM Post subject:

Also can you make it so it is compatible with Qbautostart. I do not have the transporter button in Brexs menu. Anymore if I am right it should not be very hard.

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