rjord2021
Posts: 1992
Joined: 6/14/2013 From: Sydney, Australia Status: offline
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This post is a preview showing an example of how this mod is going to work with Dice and event cards within Distant Worlds Universe. For this example I started a new game using my Galaxy Map for the Alpha and Beta Quadrant and started the Federation at Tech 2 level so that the Federation is already out there in the map. The mod is paused at the start and this allows me to do a few things before getting into the mod. First thing you will notice in the picture below is that the top left of the screen is showing I am running this mod at 0.25 speed. With Distant Worlds Universe you can run the speed of the game at normal speed, very high speed or as in my case here the slowest speed at 0.25. I choose 0.25 because with this mod you have to watch the messages coming in from Starfleet at the top of the screen. If you have already been assigned a mission then you really do not need to respond to the messages from Starfleet.... however you may receive a distress signal from a nearby sector or a ship is being attacked by Romulans and these you want to see and respond to if they are nearby and you are the closest ship. This is the main reason I play the mod at 0.25 speed along with the reason that at this speed the time taken to travel between stars is pretty much spot on with how it appeared in the TV series. What happens if I receive a distress signal while I am exploring planets? As the Captain of your vessel if you need prompting on should you do anything and what should you do, you would consult the Galactopedia where I have a section about Distress Signal Received which tells you the following: Starfleet General Order 6 requires its officers to respond to distress calls made by Federation citizens It is Starfleet's policy however, to answer all distress signals. So if it is close enough to you and no other ships are in the area you need to pause your current mission and warp at best speed to provide assistance. If you run this mod at a faster rate than 0.25x then you may miss the distress signal. Before unpausing the game I look at where the Federation ships are and , with no Enterprise on the map, I find another Constitution vessel to command. The one I chose in this example shown below is on a mission to explore the Calder II system. This is a very important system for the Federation. If you look at the map bottom right of the picture below you can see Calder II is close to the Romulan Neutral Zone and the Federation will use this system as a means to spy on the Coalition of Planets immediate neighbors; the aggressive Klingon Empire and the Romulan Star Empire. Calder II is also the system where the Kobayashi Maru test at Starfleet Academy was based on. So I have selected my ship and taken command of it's crew and we eventually arrive in the Calder II system. As soon as you arrive in a system you drop out of warp and you see the planets, moons and other ships in that system as shown below. While at 0.25 x speed you have plenty of time to do the following: - as soon as you arrive in a system and see the planets in that system, you need to check if you have received any orders from Starfleet. Roll both dice and the value of both dice will tell you if new orders came in and if so what they are. The Galactopedia will explain this in detail.If you did receive new orders after entering the system, another dice roll and checking the Galactopedia will tell you which of 12 possible orders you have been given. For this example we assume we do not have any new orders and we head towards the Primary planet in this system which is Calder II. Once we reach orbit around Calder II the first thing you do is to scan the planet. At this stage you throw the dice and your Science Office will come back to you with the results of the scan. To see the results go to the Galactopedia, look up Calder II system and the results of your dice throw for that specific system will tell you 1 of 6 reports from the Science Officer. You may have detected life forms on the planet and go down to the planet in a landing party. The atmosphere of the planet may prevent transporters so you may need to use a shuttle...or you may just dio a scan from your ship and move on. In all cases you will follow the Prime Directive General Order 1: "No starship may interfere with the normal development of any alien life or society." which may mean you cannot be seen by them at all. If you do go down to the planet where there is a chance you will break the Prime Directive, roll both dice and see if you have indeed broken the Prime Directive..... 8.3% chance you will. If you do, as explained on the Calder II card in the Galactopedia , then you must head back to your home planet eg Earth and roll dice again when you arrive there to see the results of any action taken against you by Starfleet... again refer to the Galactopedia card in relation to a possible Court Martial. While all this is going on, other Federation ships are exploring the system and the Rolulans and Klingons may be getting closer.
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< Message edited by rjord1 -- 5/15/2016 10:43:02 PM >
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