New RPG discussion.
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Why stop there? We could have a duel or even triple warp-core system. More power, more weapons, more speed. We could start with the one that the ship comes with, and collect weapons, power systems, ect. from other ships and wrecks that we encounter/defeat. Extra power would make sense because we're prefering to use energy-based weapons over torpedo tubes.
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True enough. And the increased abilities would logically be balanced by the extra maintenance problems that come with them, probably adding to the atmosphere of NOT being all Starfleet-issue, perfectly maintained... giving it more of a "please hold together until we get to a safe station" feel.
I can't stand nothing dull
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer
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Keep in mind, though, that the more reactors we have, the more fuel we'll need for them. Anti-matter doesn't grow on trees, you know.
That said, I do like the idea of a ship that's been upgraded so many times it's barely holding together. Very Millenium Falcon-esque.
That said, I do like the idea of a ship that's been upgraded so many times it's barely holding together. Very Millenium Falcon-esque.
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Good point. Though their presence would likely take up a lot of internal space if you had two or three of them around. Particularly if you're planning on actualy putting safety systems that work on these ones.
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But you'll have to turn off the duel core system to play some games that don't support it!ChakatBlackstar wrote:Why stop there? We could have a duel or even triple warp-core system. More power, more weapons, more speed. We could start with the one that the ship comes with, and collect weapons, power systems, ect. from other ships and wrecks that we encounter/defeat. Extra power would make sense because we're prefering to use energy-based weapons over torpedo tubes.
Going to work your engineer into an early grave with all this dual core stuff. I'm really not sure about the idea. What I see happening is that every battle gets ended by 'well then START THE SECOND REACTOR!' and then the ship unleashes HIDDEN ULTIMATE POWER and it gets boring. And then we start getting infiltrated by dragonball z fanboys who think our ship is going super-sajin (however the hell that's spelled).
Part of the charm of a tramp freighter story is playing to the limits of the ship. You have to be sneaky, brazen, and tricky to keep going. It's like playing a rogue instead of a fighter or something.
Part of the charm of a tramp freighter story is playing to the limits of the ship. You have to be sneaky, brazen, and tricky to keep going. It's like playing a rogue instead of a fighter or something.
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Would getting our mits on Deuterium be an issue, too? Its hardly commonly found in nature, and its a bitch to make in a lab..Rochey wrote:Keep in mind, though, that the more reactors we have, the more fuel we'll need for them. Anti-matter doesn't grow on trees, you know.
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The difficulty of creating deuterium seems to have been easily overcome by the 24th century... although a non-Fed tech might just as easily use some other relatively simple element
BTW -
BTW -
I, at least, thought it was funny.Monroe wrote:But you'll have to turn off the duel core system to play some games that don't support it!
I can't stand nothing dull
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer
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"Alright baddies, prepare to see our ship's full power. We've been holding back. Now you'll see us in Duel-Warp Core mode!"-takes 10 minutes of yelling and glowing auras to actually activate the warp core, 15 minutes of gloating, and 5 minutes of actual fighting just like DBZ.Jordanis wrote:Going to work your engineer into an early grave with all this dual core stuff. I'm really not sure about the idea. What I see happening is that every battle gets ended by 'well then START THE SECOND REACTOR!' and then the ship unleashes HIDDEN ULTIMATE POWER and it gets boring. And then we start getting infiltrated by dragonball z fanboys who think our ship is going super-sajin (however the hell that's spelled).
Part of the charm of a tramp freighter story is playing to the limits of the ship. You have to be sneaky, brazen, and tricky to keep going. It's like playing a rogue instead of a fighter or something.
sorry, but it took me that long to come up with that joke.