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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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