
December 8th, 2001, 07:40 AM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: SE IV Questions
quote: Originally posted by capnq:
An incomplete list:
Crystalline has weapons that bypass armor, armor that partially converts incoming damage to extra power to shields, facilities that boost shields, and facilities that reduce maintenance.
[/QB}
Yup. The recharging ability of that armor, Last I checked (haven't played Crystalline for a while), also *stacks* -- e.g. 5 pieces of Crystalline III = not only 150 pts. each structural resistance, meaning far fewer repairs than with ordinary armor, but also 75 pts from each hit turned into shield points until the armor's gone.
Crystalline also gets facilities that generate free resources from the stars. They're not that impressive (300/300/300 max, equiv. to 300x2.4 = 720 if 600 are converted at 70% effic (RC III) to the third) at first glance, but that's per star (there are trinary systems) and will work even on a lousy planet, and even in a finite-resources game.
[QB]
Temporal has a weapon that does quadruple damage to shields, facilities that boost happiness, and facilities that boost production.
In particular, the Temporal Shipyard has a darn fast construction rate. It also has a pretty good Big Gun (Tachyon Cannon III; 120 pts at ranges 1-7, reload 2 turns, only 50 kt. Compare w/ WMG III, which is 140 pts at range 8, reload 3 turns, 70 kt).
Organic has seekers that reload faster than CSM,
arguably the best fighter weapon, armor that regenerates, and facilities that boost population growth.
And perhaps a minor point except in the more vicious or unlucky games, medical facilities that cure plagues system-wide. The good armor, VERY nice mix of weapons (seekers, reload-1 weapons, an extremely good Big Gun (Enveloping Acid Globule -- 100 @ 1-8, reload 2, space 40 kt, *and* hits every type of target (WMGs and most other Big Guns only hit ships and planets)) make Organic Weapons a very, very good tech. That the population boosters translate into faster production (40M per turn for every planet in a system isn't tiny) also helps. Organic strikes me as unusually powerful for a racial tech.
Psychic has a weapon that can capture your ships.
Which is very handy for accelerating research if you have different priorities than your victims. Psychic player should already be aware (ducks...) that the other players might go for Master Computers even faster than normal once they notice a Psychic race in the game.
They also get some interesting toys like a facility which trains every ship in the system, and one for fleets. As for other weapons, they've got the Biggest Gun (One that does 190 pts at range 8, for 70kt. However, it only fires every 4 turns...).
Religious has facilities that improve to hit and damage, and eventually a component that makes direct fire weapons hit automatically at any range.
Right. Unlike the other ones mentioned above, they don't get additional weapons or armor. It also lends itself to tortoise play more than the others, perhaps; the Nature Shrine *slooowwly* improves your worlds (VIP/CCF on every planet in the system, basically) while the War and Death shrines are useful... if it's your system where the battle is. On the other hand, against a player who's reached (and is making heavy use of) larger, easier to hit stuff like baseships, the Religious Talisman suddenly might not seem so useful (if you're likely to 99% hit anyway, why not go for the 10kt Combat Sensors III instead of the 50kt Talisman?).
Which is "best" depends on your playing style and what your opponents are using.
Definitely.
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