Hi Thomas, thanks so much for taking a look at some of those suggestions. I just can't get enough of this game. lol
thanks again, allan The truth will set you free... Jesus of Nazareth 33 AD ----- Original Message ----- From: "Thomas Ward" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Friday, March 17, 2006 7:16 PM Subject: Re: audyssey: suggestions for stfc > Hi Allan, > Some of your suggestions are actually in the works. For example the 0 > light years thing. I am going to be updating it with something more > realistic like 30000 kilometers, 60000 kilometers, etc. That way you can > actually judge distance between objects. > As for your suggestion of klingon 1,klingon 2, etc can easily be > accomidated. It could have that in the game in a day. > The long range autopilot to enemies can also be acomidated. It might > take slightly longer to do, but is possable. > Anyway, allot of your suggestions. Some I can do right away when I > release the patch for the beta, and others will have to be docked for > some distant future. > > > > > allan thompson wrote: >> Hi Thomas, >> I was hoping just to log some suggestions for the star trek final >> conflict game that might be considered. >> I want to stress that I am not complaining, just suggesting.I also >> want to stress that I am not expecting anything to happen, until you >> get your other projects going, but I always feel the need to throw in >> two cents or so. smile >> >> first: could there be an auto pilot in place for going to sectors , >> such as if I want to go to c3, etc. >> second: someone else might have mentioned this, but while I love the >> sector idea and it should remain, is there some way to measure >> distance in side the sector so that some sense can be made of what is >> happening inside the sector. For instance, I would have monarch at >> zero range with the enterprise and the borg cube but the borg cube >> would not be in zero range with the enterprise. It took me a couple of >> confusing minutes to figure out what was going on. Not surprising >> considering me being an old fogey and all, lol >> third: Does a ship have to dock with the ship or starbase that it is >> going to on autopilot? The biggest problem is with defiant, since it >> needs to drop cloak when docking, but there are times I don't want to >> dock that exact moment. >> fourth: can long distance sensors be a little more useful? It is >> difficult trying to arrange a battle plan when you cant identify the >> particular enemy you want your ships to go to. At the very least, >> labelling them with a number like klingon warbird one, klingon >> warbird two etc and so forth. This way if I have two ships that are >> long range that I want to send to the enemy, I can be sure that I am >> attacking the same ship. In addition, could long range sensors >> identify the federations own ships? this makes sensors more useful I >> think >> >> fifth: would it be possible in the future to play the other races such >> as being the borg or being the klingons? That would be very cool. It >> is the final conflict after all, *smile* >> sixth:I found myself not bothering with phasers at all except for the >> defiant, and I actually came across the descision to either use my >> phasers or self destruct. I self destructed, lol. I was wondering if >> there was a way to make phasers more effective, such as a targetting >> system that could shoot at specific systems on a ship. They do it on >> the show all the time, but I don't know how feasible it is. >> >> seventh: could there be a menu item that can limit or expand the >> circumstances of the game. For example on the menu one could choose: >> you lose if all of your ships and bases destroyed, you lose if both >> starbases destroyed, you lose if the enterprise is destroyed etc and >> so forth >> >> eight: While this is a long shot, would it be hard to put in >> transporters for sending over shock troops to enemy vessels and laying >> mines. These could attack systems on a enemy ship and things like >> that. Of course shields would have to be dropped for a short time >> which could be dangerous. >> >> nine: is there a way to cycle phaser power back into main power or use >> it for shields? If not this would be a great addition. >> >> ten: when the defiant decloaks could the cloaking sound be activated >> when it does? in addition, I couldnt find a way to check if the cloak >> is up or down, so if there is no currrent way, could there be a way to >> remind someone if the cloak is up or not? perhaps in full status or a >> separate command in the status menu >> >> eleven: I think I would prefer the eight cardinal directions like >> south or north west more than the course heading. but this isnt >> essential, although I find myself not bearing an exact course with >> ships or starbases I might want to go to . Of course, this could be >> all fixed by setting up an auto pilot command that can follow enemies >> even at long range. Then why would you need any course control? >> >> twelve: in some distant future, it would be great to have a mod to >> make your own ships with a huge variety of things to choose from. >> In addition some future mod to be able to make your own scenarios, >> perhaps placing planets or asteroids, or a damage ship you have to >> protect or tractor away. >> >> I don't ask for much do I? lol >> These are just gee whiz things, some are more imperative for the game >> and some are just speculation, and I am well aware you got a million >> other things going before you bother with this game right now. I was >> just hoping you would at least log it away somewhere and pick and >> choose what works and what doesnt at your convenience. >> thanks for listening and for a really great game, >> allan >> >> >> The truth will set you free... >> Jesus of Nazareth 33 AD >> >> >> [Non-text portions of this message have been removed] >> >> >> >> to leave send a blank Email to: [EMAIL PROTECTED] >> You can contact the list owners/moderators by Emailing >> [EMAIL PROTECTED] >> to go nomail send a blank message to: [EMAIL PROTECTED] >> change "nomail" to "normal" to resume messages. >> >> >> >> SPONSORED LINKS >> Visually impaired product >> <http://groups.yahoo.com/gads?t=ms&k=Visually+impaired+product&w1=Visually+impaired+product&w2=Visually+impaired&w3=Computer+game+design+schools&w4=Computer+games&w5=Computer+game+magazine&w6=Computer+game+magazine+subscription&c=6&s=177&.sig=32D8ViodYCQCHZRAQW_Dcw> >> Visually impaired >> <http://groups.yahoo.com/gads?t=ms&k=Visually+impaired&w1=Visually+impaired+product&w2=Visually+impaired&w3=Computer+game+design+schools&w4=Computer+games&w5=Computer+game+magazine&w6=Computer+game+magazine+subscription&c=6&s=177&.sig=CRPp-U2ltP1KDAoanb0meg> >> Computer game design schools >> <http://groups.yahoo.com/gads?t=ms&k=Computer+game+design+schools&w1=Visually+impaired+product&w2=Visually+impaired&w3=Computer+game+design+schools&w4=Computer+games&w5=Computer+game+magazine&w6=Computer+game+magazine+subscription&c=6&s=177&.sig=rVtw3G6goDjfY_FlbVVOSA> >> >> Computer games >> <http://groups.yahoo.com/gads?t=ms&k=Computer+games&w1=Visually+impaired+product&w2=Visually+impaired&w3=Computer+game+design+schools&w4=Computer+games&w5=Computer+game+magazine&w6=Computer+game+magazine+subscription&c=6&s=177&.sig=TmlTsFNaSS8WT-4Xkf9MkA> >> Computer game magazine >> <http://groups.yahoo.com/gads?t=ms&k=Computer+game+magazine&w1=Visually+impaired+product&w2=Visually+impaired&w3=Computer+game+design+schools&w4=Computer+games&w5=Computer+game+magazine&w6=Computer+game+magazine+subscription&c=6&s=177&.sig=i6e-oum-orl_adJG7d3MGQ> >> Computer game magazine subscription >> <http://groups.yahoo.com/gads?t=ms&k=Computer+game+magazine+subscription&w1=Visually+impaired+product&w2=Visually+impaired&w3=Computer+game+design+schools&w4=Computer+games&w5=Computer+game+magazine&w6=Computer+game+magazine+subscription&c=6&s=177&.sig=EO7SYaf5OUbcYz0e7H1VJQ> >> >> >> >> ------------------------------------------------------------------------ >> YAHOO! 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