Thread: Basic tech mod?
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Old July 18th, 2001, 06:15 AM
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Default Re: Basic tech mod?

Some suggestions:

How to do propulsion:
Tech area one: Thrusters: Standard rocket engines, only one standard movement point, as you get up there the engines use less fuel and maybe give bonus combat movement.
Tech are two: Drive system: Uses almost know fuell, use the extra movement gen. ala the solar sail. Different levels would provide you with different drive systems. (say maybe ion 1-3 (one bonus movement) Nuclear 1-3 (uses more fuel offers two bonus) etc...

Take fuel storage down to 10k, much more realistic.

As suggested, more armor.

As for weapons:
1: Lasers, very long range low supply cost never get weaker, but very weak.
2: Standard cannon, shorter range, higher supply cost, high damage
3: Missiles, Make missiles a lot tougher, make them only take 20 spaces and can only fire once per combat.
4: Torpedoes, like missiles, can fire more than once in combat do a lot less damage.
5: Flak cannons, to replace point defense guns

Various other components:
Lidar or radar (combat to hit bonus)
RAM armor(radar absorbing armor, cloak and defense bonus)
Repair crew: 1 comp repair per turn.

Mod troops:
Infantry, 1k requires nothing, then create a new comp, rifles.
Tanks, standard troops as they are now.

I've got a lot more ideas two, but these are my best... I think
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