I'd definitely like to see STFC 2 be along something of those 
lines.  Sounds very enjoyable if you ask me.  I'm bad at 
turn-based strategy, but would probably be able to get the hang 
of this easier.

Kelby

Doomed Dragon

"Tidings of death have many wings."

--J.  R.  R.  Tolkien

"For Venus smiles not in a house of tears."

--William Shakespeare

"I do not love the bright sword for its sharpness, nor the arrow 
for its swiftness, nor the warrior for his glory.  I love only 
that which they defend: the city of the Men of NĂºmenor."

--J.  R.  R.  Tolkien

Beautiful she is, sir! Lovely! Sometimes like a great tree in 
flower, sometimes like a white daffadowndilly, small and slender 
like.  Hard as diamonds, soft as moonlight.  Warm as sunlight, 
cold as frost in the stars.  Proud and far-off as a 
snow-mountain, and as merry as any lass   I ever saw with daisies 
in her hair in springtime."

--J.  R.  R.  Tolkien

"By the pricking of my thumbs, something wicked this way comes."

--William Shakespeare



> ----- Original Message -----
>From: Thomas Ward <[EMAIL PROTECTED]
>To: Gamers Discussion list <[email protected]
>Date sent: Sat, 08 Mar 2008 10:39:43 -0600 (CST)
>Subject: [Audyssey] STFC 2 was LW sound packs?

>Hi Dark,
>Well, if gamers on this list are interested in a Lonewolf style 
Trek
>game instead of a full real time strategy game I would certainly 
do it.
>Making a Lonewolf style game isn't too hard to do.  It is 
actually
>infinitly easier in the long run.
>Instead of programming for 5 or 10 starships all i have to focus 
on is
>one ship.  That would of course allow me to add more detail to 
that one
>ship adding more advanced features with damage control, weapons,
>restocking, autopilot system, etc.  In fact, now that you mention 
it it
>is an all around better idea.
>I could in theory moddle STFC 2 around a GMA Tank Commander style 
of
>play where you are given your mission orders, and then you enter 
some
>sector of space to investigate something or stop some enemy 
vessel.
>However, as for a Lonewolf style mission parcer I can't really do 
that.
>All of my future games are going to be using pre-recorded speech 
like
>GTC so like GTC all missions will have to be added by the 
developer and
>not externally by end users.  I'm sorry, but I won't pay $499 for 
a
>license for the Java Sapi 5 development kit just to have a 
mission
>parcer in a free game.
>As for modding Lonewolf I would not touch that with a 10 foot 
poll.
>Besides the copyright violations of converting Lonewolf in to a 
Trek
>game the engine itself would never operate correctly even if you 
did.
>There are too many differences between Star Trek starships and 
real
>naval vessels.  Wepondry being one of them.
>For example, on STNG the enterprise NCC 1701-D comes equipped 
with the
>following armourments.  The Enterprise has 13 Type-X phaser 
emitters each
>with 5.1 Megawatts of throughput.  In addition to phasers the 
Enterprise
>carries a maximum of 250 photon torpedoes that may be fired in 
groups of
>5 to 20 per shot, or fired in single bursts.  The Enterprise 
carries the
>standard Starfleet shield generators with a maximum output of 
2026
>gigawatts of resistance.  Like all vessels the Enterprise caries 
9 deep
>space probes which may be used for reconicense operations or can 
be
>converted into 9 additional photon torpedoes in emergency 
situations.
>As you can see just by reviewing the armourment specs the 
Lonewolf
>submarine doesn't even come close to matching up with the 
Enterprise's
>true weapons.  The Enterprise 1701-E seen in Startrek 8, 9, 10 is 
even
>more powerful since it was designed to fight the Borg.



>Dark wrote:
>> Indeed yes Tom, I'd love a single starship commanding game, in 
fact I'd
>> personally rather go for that than the real time stfc as well 
(especially if
>> it was possible to have user created missions as in lw).

>> Obviously, even if you replaced all the lw sounds with trek 
ones, the game
>> would stil not exactly be a trek game because of the game's 
output to you,
>> and the game features specific to submarine combat, such as 
depth charges,
>> surfacing, balast etc.  to take a basic example, even if you 
replaced the
>> deazel sub engine sound with a warp engine, you'd stil have your 
speed
>> reported in nots, and stil get messages about deazel fuel etc.

>> i just wondered if it might be possible to both cut down the 
work for you,
>> and take advantage of lw's great features, ---- such as the 
mission parza
>> and detailed movement and targiting mechanics to create a trek 
game, but
>> somehow also rewrite the bits of gameplay that wouldn't fit on a 
starship,
>> as well as obviously modding all the sounds.

>> As I said though, I'd expect monkeying about with David 
greenwood's code
>> goes against copywrite, even if it would be easier than writing 
the game
>> yourself from scratch.

>> Beware the Grue!

>> Dark.



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