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May 24th, 2002, 06:52 PM
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Colonel
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Re: Possible "event triggers" in Scenario Creation
I surely hope but doubtfully.
STILL
YOU can create the function using the very same sentry command. Have a ship sitting with sentry order. Have another ship of another empire heading to the system, count the requied turns and send it to the system the way it would reach in exactly when you need it. THen have it enter a minefield which you also should plant in the same system. This way the target ship(s) will be triggered in time and the triggering empire will be erased.
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May 24th, 2002, 07:25 PM
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National Security Advisor
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Re: Possible "event triggers" in Scenario Creation
Oooo. I just had an idea, assuming this all works. Anybody see the episode of Star Trek with the doomsday machine? Have a really tough ship that moves slow, maybe 2 or 3 squares per turn. And has a QR so it doesn't run out of supply. Put it out on the edge of the quadrant and give it orders to head for the home planet, going over all teh colonies along the way. Set it up so it takes like ten years to get to the home planet and the player has to find a way to stop it before then.
Geoschmo
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May 24th, 2002, 09:41 PM
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First Lieutenant
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Re: Possible "event triggers" in Scenario Creation
Quote:
And has a QR so it doesn't run out of supply
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You wouldn't even need to have a QN; you could do the same with solar panels. Of course the ship might need a QR if it has to fight a lot all the way in!
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May 25th, 2002, 07:56 AM
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Colonel
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Re: Possible "event triggers" in Scenario Creation
It should be QR, and the maintance problem should be solved by just removing ship's maintance (i've seen people doing this already), so it'll be an infinite supply no maintance killing machine.
You got my idea.
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May 25th, 2002, 09:59 PM
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National Security Advisor
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Re: Possible "event triggers" in Scenario Creation
"Oooo. I just had an idea, assuming this all works. Anybody see the episode of Star Trek with the doomsday machine? Have a really tough ship that moves slow, maybe 2 or 3 squares per turn. And has a QR so it doesn't run out of supply. Put it out on the edge of the quadrant and give it orders to head for the home planet, going over all teh colonies along the way. Set it up so it takes like ten years to get to the home planet and the player has to find a way to stop it before then."
Puke did this in the PBW End of the Universe game, only he used it to blow up the *stars* in the home systems
Phoenix-D
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May 26th, 2002, 04:48 AM
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National Security Advisor
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Re: Possible "event triggers" in Scenario Creation
Quote:
Originally posted by Phoenix-D:
Puke did this in the PBW End of the Universe game, only he used it to blow up the *stars* in the home systems
Phoenix-D
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Well, that was his idea, but it didn't exactly work out that way. He ended up controlling the ships until the end. Then once the home systems were blown he left the game.
I was thinking along the lines of a true one-person scenario where the Doomsday machine would carry out the prearranged orders.
Geoschmo
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