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Thunder
Lieutenant JG


Joined: 22 Dec 2003
Posts: 275
Location: Manchester UK

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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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Nebula
CA/KM/BCS:TC Mod Team Member Moderator


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sammboy125
BC addict scince last time I played Cadet 1st Class

Joined: 18 Jan 2004
Posts: 95

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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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Ames
Admiral

Joined: 16 Mar 2002
Posts: 2916
Location: Canada

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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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elminster
Commodore


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Ames
Admiral

Joined: 16 Mar 2002
Posts: 2916
Location: Canada

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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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Neelix
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couldn't it be given the properties of a cloaked ship?
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sammboy125
BC addict scince last time I played Cadet 1st Class

Joined: 18 Jan 2004
Posts: 95

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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... 
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Strayhero
I'm mad Lieutenant Commander


Joined: 15 May 2004
Posts: 690
Location: england

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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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sammboy125
BC addict scince last time I played Cadet 1st Class

Joined: 18 Jan 2004
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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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blaXXer
Currently banned
Resident Insane Symbiote Section 31 Director


Age: 24
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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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Ames
Admiral

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Location: Canada

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Don't think hiding behind planets is possible without an excessive amount of scripting - (calculating vectors and directions and whatever)
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CaptAidy1701
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GarethBTheKing
Cadet 1st Class


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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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1701-E
Lieutenant Commander


Age: 22
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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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Ames
Admiral

Joined: 16 Mar 2002
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Location: Canada

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@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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GarethBTheKing
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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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AoC|Jeedai Joe!
Rear Admiral


Age: 26
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Location: Don't follow me, I'm lost too...

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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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Madon
Lieutenant JG


Age: 24
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Location: Hertfordshire, England

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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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1701-E
Lieutenant Commander


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Location: Ontario, Canada

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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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Madon
Lieutenant JG


Age: 24
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Joined: 22 Mar 2004
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Location: Hertfordshire, England

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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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1701-E
Lieutenant Commander


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I'll let you know if I find any bugs.
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1701-E
Lieutenant Commander


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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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Madon
Lieutenant JG


Age: 24
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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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Madon
Lieutenant JG


Age: 24
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Joined: 22 Mar 2004
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Location: Hertfordshire, England

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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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1701-E
Lieutenant Commander


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Location: Ontario, Canada

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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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Madon
Lieutenant JG


Age: 24
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Location: Hertfordshire, England

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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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1701-E
Lieutenant Commander


Age: 22
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Location: Ontario, Canada

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Sounds good and I think that this mod here has a lot of potential.
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Jordan Evans
Lieutenant JG


Joined: 14 Dec 2002
Posts: 246
Location: NX-01 Enterprise

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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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