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  #1  
Old March 15th, 2001, 12:43 AM
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Default grit-tech

I recently started a game with a restricted tech tree. gritty aliens-style tech, no energy weapons no shields. just projectile, missile, and torps. any one else try any restricted tech games? this might be a good way to represent specific genres such as BSG or Space Above and Beyond (anyone working on a shipset? i think it would translate well.
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Old March 15th, 2001, 05:27 PM

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Default Re: grit-tech

Use to do that quite often in SE3 especilly when I was in a Babylon 5 mood. . In SE4 the first few games I played that way by accident before I figured the tech tree and how to research shields. This style of game can be great fun. Best lesson learned; Repair ships are absolutely necessary research it (Repair tech) fast.

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Old July 11th, 2001, 05:00 AM
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Default Re: grit-tech

I am starting a five player game on PBW along these lines if anyone is interested.

Look for "Grit Tech" in open games.

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Old July 11th, 2001, 06:09 AM
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Default Re: grit-tech

wow, i cant believe someone found this old thread. when i saw it, i was curious to see what my rank was then (shrapnel forum rank) but alas it was updated to reflect my current rank. oh well.

Will you also be disabling racial techs? if not, they will practically own the game. Also, from the game I played before, the AI does not adapt its design files very well to this, so they tend to end up building ships with lots and lots of DUC1s. I would suggest killing the AI on this one.
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Old July 11th, 2001, 12:45 PM
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Default Re: grit-tech

I will be disabling racial techs as well. I am considering making it only own type planet/aptmosphere too. I will wait till we have some players to discuss that with.

Should be interesting.

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Old July 11th, 2001, 03:44 PM
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Default Re: grit-tech

Basically the underlying assumption for this game is that we are close to the limit today in terms of the basic fundamentals in physics and there aren't any great breakthroughs just around the corner that will allow the "super techs" so common in science fiction. Or they are thousands of years in the future, and this game is only hundreds of years in the future so they haven't been discovered yet.

Here is the complete list of tech areas I intend to disallow for this game:

No Racial Techs: Crystal Technology and Weapons, Organic Technology and Weapons, Psychic Tech and Weapons, Religious Technology and weapons, Temporal Tech and Weapons.

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.

No Energy Shields (armor is allowed)

No Cloaking (other than stealth armor)

Other: Gravatic Tech, resource manipulation, scanners (Combat sensors allowed, but no scanners that can look inside other ships), Stellar Manipulation, Planetary Engineering.

If you are concerned about allowing stealth armor and not scanners, hyper-optic sensors are still allowed. They are in the Advanced Military Science tree.


This format is going to severely limit the variety of weapons available for ships. It should come down to tactics and diplomacy cause we are all going to be pretty equally armed. If this interests you, great!
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