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Old July 19th, 2001, 03:12 PM
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Default Re: Basic Tech Mod Info

quote:
These are 450kt (just like the new space yards), and they repair 40, 55, and 70 components each. They're linked to base construction as well as ship construction and repair; I figured it would give another reason to research Base Construction 3. (Besides the 1 pt. of combat mvt. for bases.)
You can't be serious! 70 components/turn would be insane even on a 2000kT repair component (starbases only).

quote:
RE: Ablative Armor. SJ, I see your point about sizes; do you think I should keep the better ratios for the better (smaller) armor; or should I have small armor/good ratio and big armor/not-as-good ratio, making people decide if protection or easy repair is more important to them? (That would mean Only Latest Components wouldn't always give the "best" choice.)
I believe that choosing the ablative armor means that the player is choosing protection over repair time anyways.
If they wanted fast repair, they would have used the standard armors.

quote:
RE: Damage Control. Of course! Emissive Armor (without the Emissive Armor ability, at least). Guess that's a temporary workaround for that glitch, anyway. I'll get right on it--after all the other things I have to get right on, at least. It does have the potential to be greatly abused, though; any suggestions for reasonable limits (with 5 or 10 levels)?
Given an adequately expensive tech area, I could see a large baseship having 1000 EA points. If the armor emisses 30% per turn, that's reasonable.

How about 30kT armor, generating 150 & regenerating 30 per turn?
Damage resistance of (5 + 1/turn) per KT.
For 1000 pts of defense, that's 210KT, 20% of a Dreadnaught. After adding P&N v2 style engines, that armor would take up 33% of your usable space on a Dreadnaught.

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