Kaiser,FLETCH wrote:Alpha Quadrant is Alpha Quadrant.
Everything there exists as it does for a reason. The only ship changes that the esteemed Kaiser has made over the last 4 incarnations were done to eradicate a nasty bug that blew stuff up and caused things to disappear.
The idea was not just to create a bunch of races with a different ship list to see how they fight. It was to make it fit the DS9 scenario where some people have to utilise ALL their skills, not just fire power, to advance and thrive. Take the Ferengi, not known for their skills as fearsome warriors but as diplomats and negotiators they can't be beat.... Even if the end results are more profitable for one party over another.
AQ1 was played well within the spirit of this scenario. We were not just a bunch of Joes having a crack at VGAP. We tried to play within the scenario. Of all the games I have played, this one lent itself most to a role playing feel. I am not talking Dungeons and Dragons and dress ups and stuff. That's not really my cup of tea. But negotiating as proud nations steeped in tradition as described in the various chronicles of the Star Trek Universe.
I think it would be great if we find players who are suited to playing the Maquis and the Ferengi the way they need to be played, and doing well because of it. Having said that, I would rather these races not take part at all then change their configurations.
It would not be Alpha Quadrant...
And YES that would indeed be sacrilege.
As the author of the scenario, I really don't care for your mods. Strikes me as a quick and dirty hack.
I realize there is a perception by some players who's opinions I respect that the Maquis are underpowered - and once I have more time to devote to VGAP again, I intend to re-re-look at the situation.
I would ask - as a courtesy - that you not mod my work without asking me.
Obviously there is nothing I can do to enforce my request - I claim no ownership of any of CBS/Paramount's ships, races or situations.
If you do run a game with any of your mods, don't attach my name to it or ask me for any support.
Starbase +, I can take it or leave it. I don't mind it being there, it can make things interesting as Raven has described.Raven2 wrote:I have to agree with Fletch and Logain.
As an additional point, part of the reason for Klauser’s upgrade to AQ2 was to eliminate a “cheating” bug related to the Maquis that really hurt innocent players. I’d hate to see that bug reappear due to hull reassignment.
While we’re on the subject, we need to decide which addons, if any, will be used. The original AQ scenario ran with Starbase+, Giveplan, and Teleport. Klauser’s AQ2 documentation indicates the following:
Addons: None required!!
Optimized for RACEPLUS & LURKERS
Also suggested: GIVEPLAN & TELEPORT
Starbase+ makes starbases much more formidable. This provides some additional defensive capabilities to weaker races against fleets of huge capital ships. Since AQ is VERY rich in minerals, most planets will have starbases by late game. In short, it makes invasions MUCH more difficult.
Giveplan really adds value to alliances, and so it tends to help out the weaker races by giving them a better bargaining position. It’s much easier for the Maquis, for example, to build fighters for an ally if the ally can instantly transfer a starbase to the Maquis, then surrender a ship for fighter building to the starbase. It can also put the Borg on reproductive steroids.
Teleport is very useful to all, but I think it tends to favor those who build large capital ships since it enables them to move minerals and cash where needed.
Raceplus has some good abilities, and some that are just plain useless. I’ve never played an AQ game with Raceplus, so I don’t know how the abilities match up to the new ship hulls. One ability, the Gorbie Gravity Well Generator, doesn’t appear to fit the scenario.
Lurkers has the potential to unbalance the game. In Hostile mode, the Lurkers attack the weakest race, which could very well be the Maquis or Ferrengi. In Ally mode, the Lurkers ally with a random race, which may already be a powerhouse. This is the only addon I’d object to.
I would be agreeable to any combination that does not include Lurkers. I’d also be agreeable to no addons at all.
Kaiser - I would be willing take either the Maquis or Ferengi as originally designed and let someone else have the Borg.Kaiser wrote:Hello Fellow AQ5 Prospective Players
At the moment we have the following players for this upcoming game, and a formidable collection of good players we have.
I couldn't help but notice that the Maquis and Ferengi are not wanted and underpowered. I know this game is a uniquely designed and genuine scenario and is the creation of the author Klauser, so before I say what I'm going to say may I first apologise if I have committed sacrilege.
However I have been looking at the ship list and managed to beef up the aforementioned races to make them more palatable to a prospective commander. The necessary Hullspec.dat and Truehull.dat files have been prepared and formatted and appear to work.
I have given the Maquis the Nebula Heavy Carrier. This will give them the power to battle on their own and not have to look for a partner to survive.
I have assigned the Ferengi the Galaxy Heavy Battleship along with the Lanora Graviatonic Scout ship, as well as dropping the tech level of the Bronta Hyperdrive ship to tech 2. This will allow a quicker economic expansion coupled with greater firepower.
The invitation is still open to BANE to play the Maquis, now that they are indepedently worthy:)
So that would leave:
Raven2 - Federation
FLETCH - Gorn
Logain - Romulans
Gilgamesh - Klingons
Kaiser - Orions
Akshamu - Borg
Shardin5 - Tholians
Gavan - Dominion
Hawkeye - Cardassians
Lurkers sound worse than they really are.Gilgamesh wrote:I like Raceplus and would be glad to see it in AQ5. Starbase plus is OK. I've never played a game with Lurkers and from the sound of it I don't really want to....
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