Thread: grit-tech
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Old July 11th, 2001, 06:27 PM
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Default Re: grit-tech

I would suggest making the stealth armor increase in its cloaking ability as tech goes up, requiring better hyper-optics to detect.

Right now, all stealth armor is level 1 cloaking, so there is no point in researching more than level one hyper optics.

quote:
Heavy X-ray Lasers! What is millitary SF without an HXL or two! maybe a whole line of laser technology, with un-ballancing effects like Xrays skipping armor, but prohibative resource costs or supply use.
Oops, somebody just put a stack of Xray lasers on their sats! No maintenance, and no supply problems!
You would have to boost the price a lot, and reduce the damage (and/or reload) compared to other weapons.

quote:
No Energy Weapons: Energy Pulse and Stream Weapons, Engine Overloading Weapons, High Energy Discharge Weapons, Null-Space Weapons, Phased Energy Weapons, Shield Damaging Weapons, Tractor/repulser weapons, weapon overloading weapons, warp weapons, gravatic weapons, Torpedo Weapons.
Since when are torpedoes super tech energy weapons?

Sure, they are called antimatter torps and quantum torps, but you can easily rename them to have shaped charges or something.

IMO, torpedoes are the middle ground between missiles and dumbfire "beam" weapons, and add some good variety to the game.
I give them a 15% (max tech 25%) bonus to accuracy, and this leaves them:
- 2 reload (Beam:1, Missile:3)
- +20% acc (beams:0, Missile: 100%)
- 1.2 damage (beams: over 1.3, Missiles 0.8)
Ratings above are damage per KT space per turn.

Just my view, you don't have to share it.

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[This message has been edited by suicide_junkie (edited 11 July 2001).]
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