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- 3 de Mayo, 2024
Time to post the only time Star Trek got patriotic.
1:07
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Isn't Shatner Canadian?Time to post the only time Star Trek got patriotic.
It's been decades since I played any of these games, so I'm not an authority on it, but I remember one of the 25th Anniversary titles had a lot of in-depth features (ex: emergency warp core ejections). And the TNG games were pretty similar.Anyone ever play "A Final Unity", a '90s CD-ROM point-and-click ST:TNG DOS vidya?
Couldn't figure it out and only did the beginning, although there is a lot of solar systems to visit that have no bearing on gameplay.
These cavemen have fantastic hair for cavemen BTW.
Yes, but Kirk is from Iowa.Isn't Shatner Canadian?![]()
Unlike the 25th Anniversary and Judgement Rites point-and-click games (which are better, despite being a little older and graphically less sophisticated), I don't think I've replayed A Final Unity since the mid-90's. I recall it was cool at the time because of the pseudo-3d ship combat system, but was otherwise clunky. I'm not sure if I ever finished it.Anyone ever play "A Final Unity", a '90s CD-ROM point-and-click ST:TNG DOS vidya?
Couldn't figure it out and only did the beginning, although there is a lot of solar systems to visit that have no bearing on gameplay.
So it's like a proto-paragon/renegade system. Hold doors open for people, don't call bug people slurs...In a Final Unity, you could also pick the crew members you wanted to take on away missions and it'd affect the story and outcome (and of course the spoken dialog), that was pretty neat for the time too. The goal of these games is not only to "solve" the mission, but also to act as starfleet as possible about it and you get an evaluation at the end of the mission, that was pretty cool.
I might be misremembering this but it's possible that there was a copy protection in form of a star map you needed to have in order to know where to go (?) at least in the TOS ones, not sure about Unity.
NGL, a trek game where every mission is an escort mission and the real challenge is how many redshirts you can keep alive (like trek: Lemmings) sounds like it would be so many horrible factors it would loop back around to being rad.The other thing I sorta remember from the 25th Anniversary is there’s always this redshirt tagging along, and keeping Ensign Cumrag alive is its own puzzle.
There was a Trek/social media parody game that came out a few years ago called Redshirts which was more about your character surviving ridiculous circumstances.NGL, a trek game where every mission is an escort mission and the real challenge is how many redshirts you can keep alive (like trek: Lemmings) sounds like it would be so many horrible factors it would loop back around to being rad.
I've seen reference to shuttles having "750 millicochrane impulse drivers", which would imply that the propulsion is provided by subspace fuckery rather than straight thrust.I vaguely recall there being some subspace fuckery involved in impulse drives.
It seems like I read some place that at higher impulse speeds a ship will generate a weak warp bubble to overcome the effects of relativity at speeds very close to the speed of light. So, ya there's some manipulation of subspace in some way. Also aren't millicochranes a measure of how much space/time is contracted to create a warp bubble?I've seen reference to shuttles having "750 millicochrane impulse drivers", which would imply that the propulsion is provided by subspace fuckery rather than straight thrust.
I can't imagine that impulse/"thrust" isn't some weird scifi process, ships like the Enterprise are the size of a small city, but they're zipping around star systems in a few hours and doing donuts in the parking lot after school's over.
During the early definition phase of the Ambassador class, it was determined that the combined vehicle mass of
the prototype NX-10521 could reach at least 3.71 million metric tons. The propulsive force available from the highest specific-impulse (/sneed) fusion engines available or projected fell far short of being able to achieve the 10 km/sec2 acceleration required. This necessitated the inclusion of a compact spacetime driver coil, similar to those standard in warp engine nacelles, that would perform a low-level continuum distortion without driving the vehicle across the warp threshold. The driver coil was already into computer simulation trials during the Ambassador class engineering phase and it was determined that a fusion-driven engine could move a larger mass than would normally be possible by reaction thrust alone, even with exhaust products accelerated to near lightspeed.