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-   -   New Weapon Concepts (http://forum.shrapnelgames.com/showthread.php?t=8218)

Slick January 8th, 2003 05:43 PM

Re: New Weapon Concepts
 
From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...) Makes a ship good for ranged attacks but vulnerable to a point blank attack.

Slick.

Asmala January 8th, 2003 06:17 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Atrocities:
3. Hell Fire
Weapon that destroys the atmosphere of a planet rendering it a barren moon.

<font size="2" face="Verdana, Helvetica, sans-serif">This weapon could make the game unbalanced because race with none atmosphere gets great advantage.

Andrés January 8th, 2003 06:26 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by asmala:
This weapon could make the game unbalanced because race with none atmosphere gets great advantage.
<font size="2" face="Verdana, Helvetica, sans-serif">What about a weapon that changes to your own breathable atmosphere, or to a random one. There should be a way to change atmospheres without needing to colonize first.

DarkHorse January 8th, 2003 06:56 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Andr&eacutes Lescano:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by asmala:
This weapon could make the game unbalanced because race with none atmosphere gets great advantage.

<font size="2" face="Verdana, Helvetica, sans-serif">What about a weapon that changes to your own breathable atmosphere, or to a random one. There should be a way to change atmospheres without needing to colonize first.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I tried to make a Genesis type device that would do that, but the atmosphere conVersion ability only works on facilities. http://forum.shrapnelgames.com/images/icons/icon9.gif

Asmala January 8th, 2003 07:17 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Andr&eacutes Lescano:
What about a weapon that changes to your own breathable atmosphere, or to a random one. There should be a way to change atmospheres without needing to colonize first.
<font size="2" face="Verdana, Helvetica, sans-serif">That would make the Atmospheric Modification Plant useless. Who would use it and wait 30 turns before the atmosphere is converted when you could change it immediately.

jimbob January 8th, 2003 08:01 PM

Re: New Weapon Concepts
 
Probably the research cost before you can build the component would be prohibitive, and the actual component cost would be very high too. The facility route, while long and painful would potentially quicker in the short term.

I would like to suggest that the component should look like the giant vacuum cleaner from "Spaceballs"

-jimbob

atari_eric January 8th, 2003 08:07 PM

Re: New Weapon Concepts
 
Pleasure weapons - weapons that cause paroxysms of ecstasy in their targets. A couple shots and they don't want to fight anymore. Who said that the goal of war is not to kill the enemy, but to remove the will to fight?

jprevott January 8th, 2003 08:19 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Atrocities:
2. Planet Driver
Weapon that irradiates a planet making it uninhabitable for 20 turns.


<font size="2" face="Verdana, Helvetica, sans-serif">A different take on Planet Driver. Anyway to turn a small moon into a weapon. Mount some engines on it ( alot of engines) add some explosives maybe (though the kinetic energy should dwarf any explosives), perhaps even defenses to fight off the inevitable counterattacks as the moon hurtles towards its intended target. Thinking this thing could warp also (And take a lot of damage before being destroyed maybe even have a crew). A really big rock with sufficient speed could devestate a planet. If not a moon, how about a gravity slide that would pick up large asteroids (from an asteroid field of cousre) and fling them at the enemy. Probably not through a warp point though. Depends on how you think a warp point works. As just a conduit or as something you have to navigate.

"We can throw rocks." Mike the Computer from the "Moon is a Harsh Mistress"

Ruatha January 8th, 2003 08:21 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Slick:
From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...) Makes a ship good for ranged attacks but vulnerable to a point blank attack.

Slick.

<font size="2" face="Verdana, Helvetica, sans-serif">I like that one, maybe 0 0 0 10 20 30 40 30 20 10 0 0 though?

Asmala January 8th, 2003 08:39 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Ruatha:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Slick:
From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...) Makes a ship good for ranged attacks but vulnerable to a point blank attack.

Slick.

<font size="2" face="Verdana, Helvetica, sans-serif">I like that one, maybe 0 0 0 10 20 30 40 30 20 10 0 0 though?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">These are nice ideas and them won't unbalance the game if weapon size, cost and damage are thought carefully.

Q January 8th, 2003 09:16 PM

Re: New Weapon Concepts
 
Vampire beam: it reduces the supply of the targeted ship and adds this supply to the attacking ship. However this is useful only in the early game until quantum reactors are used.

Freeze torpedo: immobilizes target for the time of that combat (without destroying the engines).

Genesis device (as mentioned in the corresponding topic): first destroys everything in a system but then creates a random standard system.

Pablo January 8th, 2003 09:33 PM

Re: New Weapon Concepts
 
What about illusion component? Makes the fleet twice or several times (depending upon level) as big for the enemy to see. Scary! http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Ships may pop as baloons of course but anyway... http://forum.shrapnelgames.com/images/icons/tongue.gif

Ruatha January 8th, 2003 09:45 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Q:
Vampire beam: it reduces the supply of the targeted ship and adds this supply to the attacking ship. However this is useful only in the early game until quantum reactors are used.

<font size="2" face="Verdana, Helvetica, sans-serif">What if they also make damage to supply components (Reserve supply pods, solar panels and quantum reactors), such as engine damagaing weapons and shield damaging weapons etc.

Ruatha January 8th, 2003 09:56 PM

Re: New Weapon Concepts
 
Chameleon device (Existed in a add-on for VGA planets).
Makes your ship appear as anothjer ship, of another race.
So you can make your transports seem to be a battleship from another neighbour. Or make your battleship look like a colonizer! Nasty surprise when they attack it with an escort!

Ruatha January 8th, 2003 10:00 PM

Re: New Weapon Concepts
 
I'd like to see more "random events" Optional ofcourse. Such as space creatures, dimensional rifts (Duplicating your ship, destyroying them, converting the crew to another race(Giving it to another player), transforming the ship to another ship, etc), Aliens that infects colonizers (Was in another add-on in VGA planets, that was really scary:
When you colonized a planet with aliens on it infected the population and took over the ship, sending it to other planets where it infected the population. In one game all players had to band together and end all wars just to kill off all aliens!!)

Slick January 8th, 2003 10:52 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Ruatha:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Slick:
From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...) Makes a ship good for ranged attacks but vulnerable to a point blank attack.

Slick.

<font size="2" face="Verdana, Helvetica, sans-serif">I like that one, maybe 0 0 0 10 20 30 40 30 20 10 0 0 though?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">The model is from a weapon in Star Fleet Battles called a Plasmatic Pulsar Device. It had very complicated rules, but the part that can be implemented in SE4 is the myopic zone. Its damage decreased somewhat linearly outside range 3.

Slick.

Timstone January 8th, 2003 10:55 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Ruatha:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Slick:
From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...) Makes a ship good for ranged attacks but vulnerable to a point blank attack.

Slick.

<font size="2" face="Verdana, Helvetica, sans-serif">I like that one, maybe 0 0 0 10 20 30 40 30 20 10 0 0 though?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Some time ago (when I first entered this board), I suggested a weapon like this. It was overruled because no weapon in the series would resemble the wepons in The Mod (B5Mod).

Timstone January 8th, 2003 10:58 PM

Re: New Weapon Concepts
 
Ruatha: VGA Planets? What's that?

TerranC January 8th, 2003 11:19 PM

Re: New Weapon Concepts
 
VGA Planets is one of the grandfathers of 4X gaming. It looks like MOO IMHO.

capnq January 8th, 2003 11:26 PM

Re: New Weapon Concepts
 
Quote:

From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...)
<font size="2" face="Verdana, Helvetica, sans-serif">It would have to be

1 1 1 50 40 30 20 10 0 ...

SE IV interprets the first 0 in the series as "out of range".

Ruatha January 9th, 2003 12:24 AM

Re: New Weapon Concepts
 
Quote:

Originally posted by TerranC:
VGA Planets is one of the grandfathers of 4X gaming. It looks like MOO IMHO.
<font size="2" face="Verdana, Helvetica, sans-serif">Concerning Graphics MOO1 wins easily, but in gameplay VGA planets (And Winplanets) beats Moo1 anyday.
It's a PBEM game, stopped playing it when I found SE4.

Puke January 9th, 2003 12:46 AM

Re: New Weapon Concepts
 
VGA planets is possibly the longest played, most detailed space 4x game out there. it is actually too detailed for me, which would not be bad, if it had a better UI.

SJ had a cool idea for a new weapon: biochemical missiles and torps. add boarding defense to crew, brige, and boarding parties. make a weapon that targets 'security stations only.' And thats it. there you go. cheer.

Ruatha January 9th, 2003 12:53 AM

Re: New Weapon Concepts
 
Quote:

Originally posted by Puke:
VGA planets is possibly the longest played, most detailed space 4x game out there. it is actually too detailed for me, which would not be bad, if it had a better UI.
.

<font size="2" face="Verdana, Helvetica, sans-serif">It's not complicated, take research for example, only ten levels in four areas, wich has to be bought on each station you wish to build those components at.
Lesser research, lesser components and far lesser facilities than SE4.

All the add-ons complicated things as you had to remember different "friendly codes" for ex NUK, HYP etc (I guess we were up to well over 100 different codes),

[ January 08, 2003, 22:55: Message edited by: Ruatha ]

Suicide Junkie January 9th, 2003 01:14 AM

Re: New Weapon Concepts
 
Quote:

It would have to be

1 1 1 50 40 30 20 10 0 ...

SE IV interprets the first 0 in the series as "out of range".
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, the zeros work fine.
The weapon won't fire at those ranges, but will fire normally if you step back into firing range http://forum.shrapnelgames.com/images/icons/icon7.gif

An interesting possibility is point defense that has an extreme case of myopia, as Slick put it http://forum.shrapnelgames.com/images/icons/icon7.gif
If point defense cannons could only fire at range 8, say, then missiles could be more dangerous either by closing range with the enemy to get under their PD cover, or by getting fewer shots at the missiles.
Fighters would be pretty effective too, so perhaps small point-defense-like guns with accuracy bonus, but no opportunity fire (point defense ability) to fend them off.

Ed Kolis January 9th, 2003 01:15 AM

Re: New Weapon Concepts
 
How about the Pickpocket Scanner from Stars? Lets you steal enemy ships' cargo! http://forum.shrapnelgames.com/images/icons/icon10.gif

Or a Polymorph Beam - changes the target into a random object of the same general size? (Or maybe into a harmless object like Inner Space's Wildcard Defense)

What about area of effect weapons? Would make fleet formation much more important - do you group your fleets tightly to get a quick kill or do you spread out to avoid heavy bombardment missiles?

How about bombs that reduce a planet's value or population/cargo capacity?

Stars also had a device that reduced the speed of all ships in combat by 1/2 square... that shouldn't be too hard to implement in SE4 or SE5...

In a similar vein, MOO2 had a device that reduced all fleets passing near a system to warp 1... maybe there could be a facility and/or component like that in SE5... Interdictor Cruiser anyone? http://forum.shrapnelgames.com/images/icons/icon10.gif

How about weapons that instead of disrupting the enemy's reload time, merely make it harder for him to hit for a while? (Or target specific sensors... how about a generic "Targets these component families" ability?)

In the same line of thought as area effect weapons, streaming weapons - weapons that can destroy many ships in a straight line or wedge!

Atrocities January 9th, 2003 02:12 AM

New Weapon Concepts
 
1. Phoenix Device
Destroys the star/planets/warp points within a system. Effectively cutting that system off from the rest of the galaxy. A dooms day device. Prevents WP establishment to the system for a period of 25 turns.

2. Planet Driver
Weapon that irradiates a planet making it uninhabitable for 20 turns.

3. Hell Fire
Weapon that destroys the atmosphere of a planet rendering it a barren moon.

Timstone January 9th, 2003 02:19 AM

Re: New Weapon Concepts
 
Chaos Cannon: Boltweapon that has unknown damage on a cartain range. E.G. The weapon works via a equation taking in account the amount of ships and the distance from them. Sort of like the Myrionic Carbonizer form Ascendancy.

Lord Kodos January 9th, 2003 04:53 AM

Re: New Weapon Concepts
 
POSSIBLE THINGS

a weapon that causes illusions all over the planet, causein the population to go mad, and start a revolution ANARCHY!(basically a wep that does no damage, but instead, royally pisses off the planet it was used on, causing it to revolt if hit enough times).

A weapon that does damage only at very long range. basically a sniper rifle of sorts.

IMpossible things

Two ships tearing one ship in half by tractor beams applies at opposite ends.

A Repulsor that can fling ships into eachother causing damage.

A shield beam, that is fired at allies to recharge their shields.

CaptRR January 9th, 2003 06:08 AM

Re: New Weapon Concepts
 
Missle Pods. Something similar to what was mentioned in the Honor Harrington mod a few months back, the pod would fire its missles, and then the missle launchers on the pods would destroy themself (one time use). A ship, such as a dreadnaut, could hold lets say 10 pods. Once the ship gets into range of the missle, it would deploy the pods on turn 1, on turn 2 the pods would launch the missle, on turn 3 the missles would actually start moving.

If each pod held 5 missle, it would give an opening salvo 50 missles!! However it would only be one salvo, after those missles have fired the pods would be useless.

And of course those pods would take up alot of mass, so only the bigger ships could mount enouph to make it practicle, and then only with seriouse cutbacks in normal weponry. Imagine a fleet of 10 pod dreadnaughts, they would have a single salvo of 500 missles. Ouch. But of course somthing would have to be made to counteract this, not sure what though.

[ January 09, 2003, 04:12: Message edited by: CaptRR ]

Taera January 9th, 2003 06:12 AM

Re: New Weapon Concepts
 
The only weapon i would like to see is Stasis Trap. Make it 30 ROF weapon and whatever, but i WANT that.

Taera January 9th, 2003 06:14 AM

Re: New Weapon Concepts
 
hey ed, Last time i checked it was Stars! not Stars? http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Kamog January 9th, 2003 09:29 AM

Re: New Weapon Concepts
 
A reflective shield that causes enemies' attacks to reflect back at them and damage them instead.

A corrosion attack that continues to do damage for several rounds after hitting.

Dobian January 9th, 2003 06:59 PM

Re: New Weapon Concepts
 
Similar to the reflective shield, I would add a new computer attack that causes enemies to target ships in their own fleet. It would be fun watching an enemy fleet basically attack itself in tactical combat!

Ragnarok January 9th, 2003 07:11 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Dobian:
Similar to the reflective shield, I would add a new computer attack that causes enemies to target ships in their own fleet. It would be fun watching an enemy fleet basically attack itself in tactical combat!
<font size="2" face="Verdana, Helvetica, sans-serif">Unless of course it was happening to your fleet. http://forum.shrapnelgames.com/images/icons/icon10.gif

DarkHorse January 9th, 2003 07:24 PM

Re: New Weapon Concepts
 
Is it possible to make a weapon mount that increases the rate of fire? I don't have the txt files here in front of me or I'd check. Like a 'gatling mount', or some such.

Cheeze January 9th, 2003 07:33 PM

Re: New Weapon Concepts
 
That would be an interesting computer virus. Similar to the Allegiance Subverter but perhaps a more advanced weapon in the Computer Combat line.

This weapon could turn a ship to fire on its allies. Unlike the Subverter, the effect would be temporary, say one or two rounds of tactical combat. I would say one round, but the results would be startling. http://forum.shrapnelgames.com/images/icons/icon10.gif

capnq January 9th, 2003 09:15 PM

Re: New Weapon Concepts
 
Quote:

Is it possible to make a weapon mount that increases the rate of fire?
<font size="2" face="Verdana, Helvetica, sans-serif">Deathstalker's Mount Mod has a "Gatling Mount", but the way he does them is to make them 1/10 the size and damage of normal mounts (so effectively you get 10x as many shots in the same amount of tonnage space). He gave them a small to hit bonus, as well.

spoon January 9th, 2003 09:35 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by Suicide Junkie:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">It would have to be

1 1 1 50 40 30 20 10 0 ...

SE IV interprets the first 0 in the series as "out of range".

<font size="2" face="Verdana, Helvetica, sans-serif">Actually, the zeros work fine.
The weapon won't fire at those ranges, but will fire normally if you step back into firing range http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Does having 0's cause any troubles in Strategic combat?

[ January 09, 2003, 19:35: Message edited by: spoon ]

atari_eric January 9th, 2003 10:07 PM

Re: New Weapon Concepts
 
Quote:

Originally posted by capnq:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> Is it possible to make a weapon mount that increases the rate of fire?
<font size="2" face="Verdana, Helvetica, sans-serif">Deathstalker's Mount Mod has a "Gatling Mount", but the way he does them is to make them 1/10 the size and damage of normal mounts (so effectively you get 10x as many shots in the same amount of tonnage space). He gave them a small to hit bonus, as well.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I would think that they should recieve a penalty to hit, instead of a bonus... real gatling/chain/miniguns tend to be real innaccurate - they hit mostly from pure rate of fire. The fact that you can have some of them hit instead of the all-or-nothing of a single simple weapon might be all the increase in to-hit that they're due. Just my two pennies tho.

DirectorTsaarx January 9th, 2003 11:38 PM

Re: New Weapon Concepts
 
How about an armor/weapon combo that absorbs an attack and then uses the energy to fire back at the enemy? Sort of like the "Mauler" weapon from SFB coupled with the energy absorbers used by Andromedans in SFB.

Ed Kolis January 10th, 2003 03:36 AM

Re: New Weapon Concepts
 
<font size="2" face="Verdana, Helvetica, sans-serif">well yeah but I was ending the sentence with a question mark and it would look silly to say "Stars!?" http://forum.shrapnelgames.com/images/icons/tongue.gif

here's one for you - think UT2K3... ok now that I've totally blown your brains out (what is he doing talking about a FPS on a TBS forum?!?), picture the Link Gun - fire it at an enemy, it does say 20 damage, fire it at a friend who is simultaneously firing it at an enemy, it powers up your friend's shot and the enemy takes say 100 damage! http://forum.shrapnelgames.com/images/icons/icon10.gif

TerranC January 10th, 2003 03:44 AM

Re: New Weapon Concepts
 
[quote]Originally posted by Ed Kolis:
Quote:

Originally posted by Taera:
[qb]here's one for you - think UT2K3... ok now that I've totally blown your brains out (what is he doing talking about a FPS on a TBS forum?!?), picture the Link Gun - fire it at an enemy, it does say 20 damage, fire it at a friend who is simultaneously firing it at an enemy, it powers up your friend's shot and the enemy takes say 100 damage! http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Link gun is weak. Ship-mounted devastators... Massive-Mount Ion Cannons... Flak cannons... Gatling Lightning guns...

The possibilities are endless. http://forum.shrapnelgames.com/images/icons/icon6.gif

Timstone January 10th, 2003 12:11 PM

Re: New Weapon Concepts
 
Flakmonkey!!

dogscoff January 10th, 2003 12:58 PM

Re: New Weapon Concepts
 
I' d like to see the tractor/ repulsor beams used to throw ships at other ships, causing ramming damage.

*dogscoff takes two enemy frigates and bashes their heads together...

Rojero January 10th, 2003 03:00 PM

Re: New Weapon Concepts
 
I would like an weapon that an engine can do...like create a Gaseous Anamoly http://forum.shrapnelgames.com/images/icons/icon7.gif
Heheh
Watch the rear of my ship! http://forum.shrapnelgames.com/images/icons/tongue.gif

Dralasite January 10th, 2003 06:22 PM

Re: New Weapon Concepts
 
A weapon that mothballs the ship it hits.

A weapon that randomly changes components on a ship.

A PDC destroying weapon http://forum.shrapnelgames.com/images/icons/icon7.gif

Ed Kolis January 10th, 2003 11:40 PM

Re: New Weapon Concepts
 
Roe vs. Wade Motion Gun - Reduces population growth on a planet by 50% - unless the target population is Deeply Religious http://forum.shrapnelgames.com/images/icons/icon10.gif

Dralasite January 11th, 2003 02:01 AM

Re: New Weapon Concepts
 
Ugh, thats bad http://forum.shrapnelgames.com/images/icons/icon7.gif

But weapons that only damage population growth/happiness/etc. would be another cool idea.

Do they have supply deleting weapons? Someone may have already mentioned that...

MacLeod January 11th, 2003 02:31 AM

Re: New Weapon Concepts
 
Quote:

Originally posted by Cheeze:
That would be an interesting computer virus. Similar to the Allegiance Subverter but perhaps a more advanced weapon in the Computer Combat line.

This weapon could turn a ship to fire on its allies. Unlike the Subverter, the effect would be temporary, say one or two rounds of tactical combat. I would say one round, but the results would be startling. http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Computer Combat 10
Binary Death Ray:
Forces target ship with master computer to load Microsoft Windows Millenium Edition (aka Windows 4000). Computer then must spend 30 months waiting on hold for Microsoft Tech Support to fix the battered computer.

Computer Combat 11 + Applied Intelligence 5
Installs Outlook Express onto the target Emporer's computer, causing him to occasionally miss a turn while rebooting his system after firing an email off to his ministers. Exposes said empire to further computer attacks due to security vulnerabilities.

On a more serious note.
Boarding pods. Is it possible to put boarding parties on a drone and use it to capture ships?

A more effective Version of the tachyon thingies.

Weapons that eat ship supplies (the targets not yours)
Weapons that steal ship supplies (allowing for space parasite ships)

Weapons (well, devices) that effect the combat environment, kinda like the Stellar Manip 1 stuff, but during combat only (that is, temporary) and without taking up so much space and costing so damn much.

Weapons to kill ship crews.


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