|
Post by Jaymz on Jul 5, 2014 15:37:25 GMT
Dude - the federation ship designs aren't exactly spectacular in any ship.
|
|
|
Post by kryptt on Jul 5, 2014 16:46:03 GMT
I love the Akira design. It was a fresh and exciting take on fedy ship design. My first impression of the nx01 was wtf. Buncha lazy fucks.lol Eventually the design grew on me like the intriped class.
While we'er here how much money do you guys think HG will lose when their ks gets near the end of the 34 days?
|
|
|
Post by MacrossMike on Jul 5, 2014 20:51:37 GMT
Unfortunately I cannot disagree with that statement Well, we have the Kickstarter to serve as a metric for how fucking stupid Robotech fans really are... so far, they've got about 600 backers and about $60 a pop average (skewed wildly upwards by one schmuck who threw five grand in). I still don't understand how Janeway helped some of the Borg rebel yet didn't use it to get home faster. I mean the sphere is right there. She could have had Torres adapt voyagers shields have the sphere open a transwarp conduit, follow it to the alpha quadrant, assimilate the borg tech help the drones like she did 7 of 9. Oh no that's not good enough. Instead allow Janeway to blatenly break the temporal prime directive and call it a day. Well, that's the way writing works when the first rule of your show's development process is "Status quo is God". After all, Voyager was like Robotech in that its creators were mired hopelessly in the way things were done a decade or more before the show was made. The folks at Paramount making the decisions were people who had become out of touch with their audience. They had no idea of where they wanted its story to go, what they were going to do with the characters, and so on. That's why you had so many forced, unnatural plot twists with no repercussions elsewhere. That's one of the things I've been harping on WRT crossover games like the one proposed in the first post... just doing it for the lulz and not having any significance or greater plot behind it just results in dull surprise in your players, if not a feeling that nothing they do actually has an impact on the story.
|
|
|
Post by writersblock on Aug 4, 2014 21:28:23 GMT
Yeah...I was way beaten to all the Voyageur references so I will let that potato drop.
I was almost in a game that explored that...a GM was wrapping up a LONG going on (I think it was like 8 yrs or something) RT game as the players were reaching high level, their actions has majorly changed the game world, the battles were almost over, etc.
They had encountered the SDF 3 before it left so the players knew of it and such (don't ask me how; I don't know details). GM had the idea that it went into another galaxy...but because it was pulled there. Essentially, he went sort of Stargate with his idea: there were "Ancient" versions of the Robotech Masters out there and they had "noticed" the events of the RT war. They pulled the SDF 3 to them because they were curious how RT had gone during their centuries of absence.
He was essentially going to add a whole new level of RT by making the SDF 3 all alone, against a superior foe (these Ancient Masters who, as the true originators, felt the tech and such was theirs to do with what they will), in a galaxy where there were other inhabited planets of varied levels of tech, all the while with an undercurrent story of seeking a means to get back home.
|
|