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-   -   Crossover Techs (http://forum.shrapnelgames.com/showthread.php?t=2845)

Suicide Junkie April 23rd, 2001 01:46 AM

Crossover Techs
 
This has come up before, but heres some new ideas.

we have: organic, psychic, crystalline, temporal, religious.
The two-way crossovers are below. Lets try to come up with sensical techs to have for each. If we can fill in all the gaps, then I'll enter the techs & post it as an add-on to any mod.

100% filled so far!
+20% with two or more options!

Organic-Psychic:
-mind-control bio-engineered troops: Cheap, tiny organic troop, say 2kT, with a "brain", and "claws".
-Bio-armor provides psychic boarding defence: ie. the hull's pain reaction is to TP the pain onto others -> the boarding parties who are cutting through the hull.

Organic-Crystal:
-Organic armor regen + crystal shield boosting, of course.

Organic-Temporal:
-Temporal cloning facility: massive amounts of population per turn throughout system.

Organic-Religious:
-Bio-engineered Fanatics. 1Kt "population" troop. Same attack/defence as militia. (but these are individual commandos, not a horde of civilians)

Psychic-Crystal:
-Psychic amplifier crystal: projects psychic abilites far and wide. IE. Facility that provides lots of intel.
-Long range Mental flailer missile/torpedo.
-Better mineral scanners. Say +2 tech levels?

Psychic-Temporal:
- Deadly accurate Combat sensors. (Know the near future, temporal action gives more time to react)

Psychic-Religious:
-cheaper PPP intel op

Crystal-Temporal:
-Harmonic shielding- quick regeneration (2-3 turns)

Crystal-Religious:
-Crystal healing facility: a cheap medical facility.

Temporal-Religious:
- Neural Net: Spirit Crew quarters for fallen heroes. (they can get the ships to work together better by being both places at once?)

[This message has been edited by suicide_junkie (edited 23 April 2001).]


[This message has been edited by suicide_junkie (edited 23 April 2001).]

Trachmyr April 23rd, 2001 02:04 AM

Re: Crossover Techs
 
let's see:

Org-Psy: Your idea sounds good!

Org-Rel: "Fanatical" troop: 0-ton (only 1 per), that gives an extra 10 HP

Org-Tmp: Temporal Cloning Facility... maxes population in system in 1 turn... then you scrap it (like atmosphere/climate control), very expensive (100KT organics)... say 1-2 years to build!

Org-Cry: Mixing the armor sounds fine!

Cry-Psy: Mental Dampining Crystal- A PD gun that only shoots ships, and adds reload time.

Cry-Rel: ???

Cry-Tmp: Quantum Sheild Amplifier... it causes shields to gain a massive charge, overloading them... does tremendous damage but only to shield generators (deystroys em' all), decent range reload time 10 - OR - Quantum Harmonic Sheilds, basically shields and regenerators in one, shields arn't as poerful as others... but they recharge half their stength every turn!

Psy-Rel: A new intel project called "Subverion", like PPP but costs less

Psy-Tmp: Advanced combat sensors that always hit!

Tmp-Rel: Spirit Crew, a crew quarters for the spirits of past heros... works like neural net




[This message has been edited by Trachmyr (edited 23 April 2001).]

pathfinder April 23rd, 2001 02:10 AM

Re: Crossover Techs
 
man..uhm...I'll be back. gotta thimk on this [ http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif]

Suicide Junkie April 23rd, 2001 02:21 AM

Re: Crossover Techs
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Org-Rel: "Fanatical" troop: 0-ton (only 1 per), that gives an extra 10 HP
<HR></BLOCKQUOTE>
Why not have it be its own troop. Kinda like population, but can be used to attack with?
How does the Organic part fit in to this, or am I just not understanding what you mean?

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Mental Dampining Crystal- A PD gun that only shoots ships, and adds reload time<HR></BLOCKQUOTE> PD dosent work against ships AFAIK, perhaps a missile or torpedo that hurts reload time?
It would be some sort of crystal with Psi power imbedded, that would stun the gunners, right?

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Psy-Tmp: Advanced combat sensors that always hit!<HR></BLOCKQUOTE>
Stealing the religious stuff now. He he http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Could be made to just boost hit rate by 100% (40 higher than normal max), so range and ECM could defend a little bit.


<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Quantum Sheild Amplifier... it causes shields to gain a massive charge, overloading them... does tremendous damage but only to shield generators (deystroys em' all), decent range reload time 10<HR></BLOCKQUOTE>
I'm not quite sure how the crystal fits in here. Amplification?
---------------
hey! your post keeps changing while I try to copy the stuff down! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif



[This message has been edited by suicide_junkie (edited 23 April 2001).]

jc173 April 23rd, 2001 04:55 AM

Re: Crossover Techs
 
Organic-Religious:
Bioengineered fanatics now avaiable at a cloning center near you?

Trachmyr April 23rd, 2001 11:09 AM

Re: Crossover Techs
 
Sorry mr. Junkie, I kept on getting new ideas, and I didn't want to make 3 or 4 Posts!

Yeah, I was thinking about bioengineered fanatics.... massive genetics changes that only true believers would undergo. As far as why not a diffrent troop type, well you can't boost hits using just vechiclesize.txt, you could make it larger... but I don't see why. A simple 0-ton componet that boosts Hits by 10+ (but "only one per ship") should work just fine.

As far as "stealing" religious tech... why not? I modded religious OUT of my games. If you go with the +100%, then why not add multiplex tracking 10 to it as well!

The "amplifier" came to me because how crystalline can "charge" shields... temporal so you can multiply this a lot... thus overloading the generator. I know it's a bit of a stretch, so I added the other suggestion wich uses the same concept of "Crystaline Recharge x Temporal multiplication"

And for the "mental crystal", too bad PD dosen't work vs. ships (I mean REALLY TOO BAD, I was going to flesh out my Nanotech racial trait with a weapon that did exactly that... It invisibly fires a very-low-damage(3-7pts), very-low-weight(1KT), armor-penetrating nano-attack at a random vessel within 6 range... I was going to call it the "Nano-Cloud Dispensing Tanks"), I thought hard to come up with that, and I don't have another idea for Psy-Cry...

dogscoff April 23rd, 2001 02:11 PM

Re: Crossover Techs
 
Religious / Crystal:
Crystal healing facility - alternative medicine, cheaper than regular mdical facilities.

Temporal + religious + organic http://www.shrapnelgames.com/ubb/images/icons/icon7.gif :
(expanding on someone else's idea) Clone new bodies for the spirits of dead war heroes- New troop size with huge defence / offence modifiers

Also, don't worry if certain combinations don't have "combination" techs - it dosn't matter. I see these as "extras" to the gameplay, they won't affect balance much either way.

Will you be submitting these to MM?

--
Gotta get me a new .sig

[This message has been edited by dogscoff (edited 23 April 2001).]

Taqwus April 23rd, 2001 04:20 PM

Re: Crossover Techs
 
Organic/Psychic:

Organic armor that has one of two possible extra functions. a) Security stations (psychic attack on boarders), b) Short-range low-power allegiance converter. It's alive...


Crystalline/Psychic:

An improved mineral scanner. ;-)


------------------
-- The thing that goes bump in the night

Suicide Junkie April 23rd, 2001 04:38 PM

Re: Crossover Techs
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Yeah, I was thinking about bioengineered fanatics.... massive genetics changes that only true believers would undergo. As far as why not a diffrent troop type, well you can't boost hits using just vechiclesize.txt, you could make it larger... but I don't see why. A simple 0-ton componet that boosts Hits by 10+ (but "only one per ship") should work just fine.<HR></BLOCKQUOTE>
What about making a 1 kT troop cockpit component, that is a militia weapon & has the same hitpoints as militia.
Then, we'd have 1kT Troop which is a self-contained "Dude in a drop-pod" who jumps out when it lands and starts kicking ***.
But, you would still be able to use them to pilot full-size troops (the extra attack power would be their skill, and the extra hitpoints would be them ejecting from a ruined troop.)

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>As far as "stealing" religious tech... why not? I modded religious OUT of my games. If you go with the +100%, then why not add multiplex tracking 10 to it as well<HR></BLOCKQUOTE>
I was just kidding: thats what the smiley meant. Its perfectly fine, since you could get your talisman for 1500 in religious, or 3000 in two others.


<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Will you be submitting these to MM?<HR></BLOCKQUOTE>
I'll make them myself, and post them here as an "add-on" that should work with any mod that doesen't reduce or rename tech areas.
I might as well sent them to MM too!

Good ideas, everybody - keep em coming http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

[This message has been edited by suicide_junkie (edited 23 April 2001).]


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