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April 4th, 2005, 04:17 AM
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Shrapnel Fanatic
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Re: LCARS Marker for STM mod?
Yep. 
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April 4th, 2005, 04:30 AM
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Major General
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Re: LCARS Marker for STM mod?
LCARS have to be pressed for a minimum time so as to avoid glancing blows working. Also I don't think they work if a bunch of them are pressed at once, so as to avoid wrong input when you land on it after the power grid blows during a battle.
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April 4th, 2005, 05:19 AM
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Second Lieutenant
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Re: LCARS Marker for STM mod?
Which seems to happen quite frequently on starship bridges. Also, evidently inertial dampers are more difficult to get working right than transporters, replicators, and warp cores...no, strike that--warp cores regularly go into a breach overload countdown. Wonder if the Romulans have the same kind of problems with their Quantum Singularity Reactors.
And how come they don't just replicate some dilithium crystals? Science Fiction, the story of "what if.." What if they solved the problem of people wandering around in dark tunnels with flashlights? Like transporter drones, for instance. The dead-horse flogging x-files suspense scene would be removed. Isn't that an improvement in the quality of life? Isn't that what trek technology is all about? 
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April 4th, 2005, 05:48 AM
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Major General
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Re: LCARS Marker for STM mod?
Well you can't replicate energy. They use the Dilithium crystals to get energy. Why use the crystals if you have replicators that can create that much energy from thin air. While discussing replicators, has anyone thought about the raw mterial used to make things. heres a hint, with 1500 people on the ship theres a lot of...how can I put it....raw material being produced.
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April 4th, 2005, 05:53 AM
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Second Lieutenant
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Re: LCARS Marker for STM mod?
Reorganizing the molecular structure of...spent fuel. 
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April 4th, 2005, 06:39 AM
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Major
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Re: LCARS Marker for STM mod?
Ahhh a STM idea: Cut the damage resistance of warp cores, nacelles and impulse engines to one to reflect their amazing ability to break down/breach/go into overload/technobabble problem of the week just when they're needed the most.
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April 4th, 2005, 09:10 AM
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Second Lieutenant
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Re: LCARS Marker for STM mod?
Perhaps with the aid of an external helper program, we could simulate Temporal Anomalies as well. The game would save it's position, and suddenly load a prior save-game. The player could then go through the game equivalent of a past history of what they did, and maybe make some useful changes. Then an hour later, all of a sudden the helper program would restore the original position back to exactly where the player was, so that "everything's back to normal(!)".
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April 4th, 2005, 12:42 PM
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General
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Re: LCARS Marker for STM mod?
Quote:
El_Phil said:
Ahhh a STM idea: Cut the damage resistance of warp cores, nacelles and impulse engines to one to reflect their amazing ability to break down/breach/go into overload/technobabble problem of the week just when they're needed the most.
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You'd actually have to increase the damage resistance. Components with higher DR are destroyed more easily/quickly in attack, etc.
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April 6th, 2005, 01:43 PM
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Shrapnel Fanatic
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Re: LCARS Marker for STM mod?
I still do not understand the exploding panel thing.... Please tell me that by the 24th century that have not yet adopted the idea of adding surge protectors to all systems. Seems to me that it would be a no brainer to do so.
Back in TOS, the exploding panels worked, but by TNG era, they should have fixed this.... and to be killed by an exploding panel... Oh give me a fricking break!
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April 6th, 2005, 01:58 PM
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Major
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Re: LCARS Marker for STM mod?
Well its a little know fact that the consoles in fact use a hyper advanced electronics system that utilises cutting edge trinitrotoluene as one of its key systems. Unfortunately there are a few safety issues...
As for being killed by an exploding panel, well if you wear a red shirt and have no name in any Trek then it's only a question of how you die not if, for you are domed.
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