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Re: A pirates life for me...
It is only potential.
The same thing occurs on a smaller scale if you try to build a single 200 mineral mine on a planet: you don't waste 1800 minerals and 2000 org & rads. |
Re: A pirates life for me...
Update:
I'm in the middle of adding the grav techs, and I discovered that the sector - sensor interference ability dosen't work on components http://forum.shrapnelgames.com/images/icons/icon9.gif I currently have: engines for ships & fighters (grav tech lev 1-4, and 2-5) Graviton Flux Cannon (platform weapon) (grav weapons lev 4-6) Adv. PDR (grav weapons lev 1-3) In progress: Missile Launcher upgrades (+4 speed all missiles) (grav tech lev 1-5) Still to add: Singularity mines (grav weapons lev 3-5) Racial Techs (to be added): Crystalline - missile upgrade Organic - missile upgrade Psychic - ? Religious - ? Temporal - ? Note: I increased the power of those platform GravyGuns, and now, at optimum range, the level 1/2/3 cannon has a damage rating of 2.5/5.0/10.0, armor piercing http://forum.shrapnelgames.com/images/icons/shock.gif , but the damage does fall off exponentially (half power for each square away from optimum). [ 14 January 2002: Message edited by: suicide_junkie ] EDIT: Oh, almost forgot: To be Added: smaller/earlier warp point manipulation devices. [ 14 January 2002: Message edited by: suicide_junkie ]</p> |
Re: A pirates life for me...
"sector - sensor interference doesn't work on components"
Well crappy, I've got to say I'm disappointed with that limitation. I didn't really test it as well as I should have! <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> half power for each square away from optimum <hr></blockquote> What is optimum distance now? Ciao |
Re: A pirates life for me...
Roughly 11 (same as your original IIRC). The max & min range spreads out from there as tech increases.
I thought we'd come up with some racial crossover techs, but I can't seem to find that in the thread... We still need three more, as below. For temporal-grav, how about "Relativistic Stasis Generator", which slows down time for ships (when idle only) reducing maintenance. (Similar to crystalline thing, but ship-based) |
Re: A pirates life for me...
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Graviton Flux Cannon (platform weapon)
(grav weapons lev 4-6)<hr></blockquote> Is this the black hole projector? With the tech levels (4-6) that's my guess. What did you decide for a final damage, size and cost? Does it still have the minimum range limitation? I didn't notice the inertial dampener stuff, did you keep it? [edit: never mind... engines] <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Racial Techs (to be added): Crystalline - missile upgrade Organic - missile upgrade Psychic - ? Religious - ? Temporal - ? <hr></blockquote> Yeah, cross overs are tough... Space-Time Ripper for the Temporal (massively nasty ramming weapon?) Meditation dome for Psychic (fully re-create the experience of the womb through psychic harmonic memories backed by near zero-gravity effects). For Religious construct absolutely massive temples by utilizing antigravity suspension systems. Is the gravity tech tree as fleshed out as the other trees though? Biological and religious seem to have a great deal more techs than what we have for gravity. Am I wrong? Are these techs just really powerful, and therefore sufficient? just some questions and thoughts jimbob [ 15 January 2002: Message edited by: jimbob ]</p> |
Re: A pirates life for me...
Yeah. One thing I discovered was that a black hole big enough to be containable (low enough temperature) would contain enough energy to roast an entire solar system.
Therefore, I won't make any normal tech blackhole devices (SM is ok, since the effects are appropriate http://forum.shrapnelgames.com/images/icons/icon12.gif ) I'm going to explain away the Psychic MSG's as being gram range warheads, and allow the psy powers the ability to compress pebbles down to the plank scale (in order to form a BH). Obviously, it takes many hundreds to a thousand beings working together since the component takes up 70KT vs a 10KT crew quarters. http://forum.shrapnelgames.com/images/icons/icon7.gif Name := Graviton Flux Cannon III Description := Planetary gravity is focused into a massive, turbulent pulse, centered at the location of an enemy vehicle. The focal point is restricted to long range to avoid irreparable damage to the planetary surface. Pic Num := 102 Tonnage Space Taken := 100 Tonnage Structure := 100 Cost Minerals := 1000 Cost Organics := 100 Cost Radioactives := 5000 Vehicle Type := Ship Supply Amount Used := 1000 Restrictions := None General Group := Weapons Family := 2020 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 2 Tech Area Req 1 := Advanced Gravitic Weapons Tech Level Req 1 := 6 Tech Area Req 2 := Physics Tech Level Req 2 := 1 Number of Abilities := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets Weapon Damage At Rng := 0 0 0 0 0 0 500 1000 2000 4000 8000 4000 2000 1000 500 0 0 0 0 0 Weapon Damage Type := Skips Armor Weapon Reload Rate := 8 Weapon Display Type := Torp Weapon Display := 36 Weapon Modifier := 50 Weapon Sound := gravhell.wav Weapon Family := 20 Crossovers: - "Sky Temples" (double effect? One facility slot for all 5?) - Space-Time manipulation of some sort (weapon, maint reduction. - Psy: Ooh, what about a remote control for ships? Something about combining Tk and grav abilities. Perhaps a more effective boarding defense (sit behind a bulkhead while shredding enemies with gravyguns)? <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Is the gravity tech tree as fleshed out as the other trees though? Biological and religious seem to have a great deal more techs than what we have for gravity. Am I wrong? Are these techs just really powerful, and therefore sufficient?<hr></blockquote>While these techs are quite powerful, the most powerful ones have limitations as well. The racial trait covers quite a bit of ground as well: - 6 missile types accelerated - platform guns - early/mobile warppoint manip - powerful Q-BH mines (detectable by maxtech grav sensors, but just one can vaporize a big ship) - point defense repulsors For comparison, organic has: - armor - seeker, beam & 2 pulse weapons - medical, reproduction & pure-pop facilities |
Re: A pirates life for me...
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by suicide_junkie:
I thought we'd come up with some racial crossover techs, but I can't seem to find that in the thread... <hr></blockquote> Right now, its on pages 4 & 5. What, I'm not bored! http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: A pirates life for me...
LOL, thanks http://forum.shrapnelgames.com/images/icons/icon7.gif
So, how about "Sky Temples" (rel), "Predictive Grav Deflector Shield"(psy), and "Temporal space yard (component)"? |
Re: A pirates life for me...
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Description := Planetary gravity is focused into a massive, turbulent pulse, centered at the location of an enemy vehicle. The focal point is restricted to long range to avoid irreparable damage to the planetary surface.
... Vehicle Type := Ship<hr></blockquote> If the weapon is ship bound, then it no longer needs the range restriction... in fact one would be tempted to use it on enemy planets. Also, the weapon needs the presence of a large gravity well (ie. planet) to cause damage.. for the sake of continuity, what if the ship using the weapon is in a system with no planets? That is why the original Vehicle Type was set to "Platform" (and to balance the fact that it's really powerful). I like the shield thing for the Psychic cross over. And the floating temple would be very cool (I'm looking forward to the picture.. would it have Aztec priests throwing the unfortunate sacrificees to their destruction? We can only hope http://forum.shrapnelgames.com/images/icons/icon7.gif ) |
Re: A pirates life for me...
Yikes, it appears that only the GFC III had "ship", the rest were weaponplatform only, as they should have been.
I thought I copied from GFC I to II to III. Wierd! In other news, I've finished the missiles, and have put in the grav mines. 5K, 4K, 3K damage, and require grav sensors I, II, III to detect. I have described the mines as blachholes, and to keep the total power output upon detonation lower than "Vaporize the entire star system", the mines use an external grav field to contain the radiation of a much smaller hole, pumping it back in to maintain stability until you want it to blow up. RE: images. I'm no artist, so I'm thinking of using the Vaccuum Gas Giant colony pic. I think I'll go ahead and tweak all of the cloaking/sensor techs now... Gravity cloak levels will be based entirely on the mass of the ship, for one... Your grav sensor III will see Stealthy Baseships & BattleCruisers, but the Escorts can pass by undetected. Small size defeats gravity sensors... Stealth armor defeats passive sensors... Scattering armor defeats active sensors... Master computers defeat psychic sensors... What could defend against temporal sensors, though? If nothing, then what would be a good alternaive description for temporal sensors to allow hiding from them? |
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