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  #1  
Old April 23rd, 2001, 01:46 AM
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Default 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).]
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  #2  
Old April 23rd, 2001, 02:04 AM

Trachmyr Trachmyr is offline
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Default 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).]
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  #3  
Old April 23rd, 2001, 02:10 AM
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Default Re: Crossover Techs

man..uhm...I'll be back. gotta thimk on this [ ]
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  #4  
Old April 23rd, 2001, 02:21 AM
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Default Re: Crossover Techs

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


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?

quote:
Mental Dampining Crystal- A PD gun that only shoots ships, and adds reload time
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?

quote:
Psy-Tmp: Advanced combat sensors that always hit!

Stealing the religious stuff now. He he
Could be made to just boost hit rate by 100% (40 higher than normal max), so range and ECM could defend a little bit.


quote:
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

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!



[This message has been edited by suicide_junkie (edited 23 April 2001).]
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  #5  
Old April 23rd, 2001, 04:55 AM

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Default Re: Crossover Techs

Organic-Religious:
Bioengineered fanatics now avaiable at a cloning center near you?
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Old April 23rd, 2001, 11:09 AM

Trachmyr Trachmyr is offline
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Default 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...
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Old April 23rd, 2001, 02:11 PM
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Default Re: Crossover Techs

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

Temporal + religious + organic :
(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?

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[This message has been edited by dogscoff (edited 23 April 2001).]
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  #8  
Old April 23rd, 2001, 04:20 PM
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Default 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. ;-)


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Old April 23rd, 2001, 04:38 PM
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Default Re: Crossover Techs

quote:
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.

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.)

quote:
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

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.


quote:
Will you be submitting these to MM?

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

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