Alpha Star Trek Sim discussion

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Mark
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Re: Star Trek Sim discussion

Post by Mark »

Reliant121 wrote:Pulled post for game security-Mark
Sorry if I over stepped on my mod authority everybody. Little bro, DON'T share that info with the rest of us. With luck, we caught it with only Deep and I having seen it to protect your fleet numbers.
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Re: Star Trek Sim discussion

Post by Deepcrush »

I don't think anyone else is online and I'm not a big risk for OOC/IC crossing since I already knew about his fleet. But he's got some unfriendly neighbors who'd love that kind of intel.
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Mark
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Re: Star Trek Sim discussion

Post by Mark »

True. I feel much the same (of course, it helps that I don't actually KNOW where his space is) :lol:
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Re: Star Trek Sim discussion

Post by Deepcrush »

:laughroll:

That and those pesky Breen are in your way.
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Re: Star Trek Sim discussion

Post by Reliant121 »

My starting fleet is irrelavent, since it's grown considerably since then :twisted:

However, point is taken.
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Re: Star Trek Sim discussion

Post by Lt. Staplic »

Deepcrush wrote:My whole fleet was obsolete when I started. Its been tough getting the new ships in line. Stitch's little shipyard attack set me back over a year. I think CJ is the only person who started with good ships. Him and maybe Stitch with those Norexans.
My starting ships weren't bad, obviously, but within the first couple weeks the SIM standard had pushed technology forward another level which would have made my fleet obsolete if I hadn't been involved in R&D so quick making new ships and updating ones I had.
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Re: Star Trek Sim discussion

Post by Reliant121 »

You probably didn't have that many Norexans either, so I imagine your fleet was bulked out with D'Deridex ships. Both obsolete, hulking and I imagine insanely expensive to maintain.
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Re: Star Trek Sim discussion

Post by Nickswitz »

My fleet is pretty nice. Overall not too weak, not sure how it would handle in combat though.

As well as that, I have a small area to police, which makes it pretty easy to patrol.
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Re: Star Trek Sim discussion

Post by stitch626 »

Reliant121 wrote:You probably didn't have that many Norexans either, so I imagine your fleet was bulked out with D'Deridex ships. Both obsolete, hulking and I imagine insanely expensive to maintain.
Yeah, I had a bunch of old D'Ds and they served well as suicide ships during the war. :lol:

My biggest problem is that while my torpedo ROF has increased, my torpedo strength hasn't (and can't as its limited by the DITL calculator). So I'm working with old torps.
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Re: Star Trek Sim discussion

Post by Reliant121 »

Ask big If you can develop rapid fire QT weapons. Have it as a special project
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Re: Star Trek Sim discussion

Post by Deepcrush »

Reliant121 wrote:My starting fleet is irrelavent, since it's grown considerably since then :twisted:

However, point is taken.
Yes, and details to which some of us already have in great fields. Still you should be careful. :poke:
Reliant121 wrote:Ask big If you can develop rapid fire QT weapons. Have it as a special project
You should always look to upgrade your weapons, of any kind. That new little ship you bought will give you an idea as to why. Just remember that tech upgrades are pricey so pick a field to call your own and stick to it. For the Breen and UFP and maybe Gorn its all about torps. For me its all about the beam weapons.
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Re: Star Trek Sim discussion

Post by Deepcrush »

stitch626 wrote:Yeah, I had a bunch of old D'Ds and they served well as suicide ships during the war.
Which war? Not your war with me, you barely even faced me.
stitch626 wrote:My biggest problem is that while my torpedo ROF has increased, my torpedo strength hasn't (and can't as its limited by the DITL calculator). So I'm working with old torps.
That's mostly to avoid uber-wank weapons.
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Re: Star Trek Sim discussion

Post by BigJKU316 »

Reliant121 wrote:Ask big If you can develop rapid fire QT weapons. Have it as a special project
In my view at this point QT's are not all that exotic anymore (they are at least 25-30 years old). Developing them or buying them is not that hard.

As for uber weapons there are people who have them or the tech for them sitting around. Just off the top of my head if the Federation said we want to build 500 genesis torpedoes they probably have the plans sitting around for them somewhere as you don't delete stuff like that.

But as Deep said, the lifespan of the region can be measured in weeks once that happens. With widespread cloaking technology and the fact that the Dominion was able to build the equivilant of a trilithium truck bomb out of a Federation Runabout my assumption is that crude WMD are not beyond any of your capabilities in a pretty quick timespan.

There are a couple of hard caps where additional expense comes into play with ships being designed. Hit a certain rate of fire and you need to add some form of onboard torpedo replication/manufacture or you will run out of ammo after one battle. Hit a certain power for beam weapons and this type of weapon simply won't go any higher and you need to spend years developing the next best thing. Speed tops out at a certain level and if you want to go faster you need to use an advanced drive system.

The assumption early on was that weapons systems were rapidly developing in the wake of a major war that would have exposed a huge number of issues and opportunities for improvement. But most of that is getting close to maxed out by several nations at this point.
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Re: Star Trek Sim discussion

Post by stitch626 »

Deepcrush wrote:
stitch626 wrote:Yeah, I had a bunch of old D'Ds and they served well as suicide ships during the war.
Which war? Not your war with me, you barely even faced me.
Against your station. That was the only use the D'D gave me.
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Re: Star Trek Sim discussion

Post by Deepcrush »

Oh, yeah they did a good job of dying didn't they.
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