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December 17th, 2000, 08:55 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: Strange Mods Anyone?
Hrmmm.
- Do those happiness-affecting components affect your opponent's colonies, or just your own?
- Terraforming ships would be cool, but I don't recall any applicable abilities; you'd need a sector-wide terraformer (the religious system-wide Versions, even if possible, would probably only affect already-colonized planets I'd think, and would be much too powerful if they didn't). I'd love to have ships capable of transforming atmospheres or improving conditions *before* I colonize.
- Maybe fighters should get a kamikaze warhead variant that hits only engines, given Small Weapons, Explosives, and Engine-Destroying Weapons. Hey, if you're gonna die, make it count... Right now, between Rocket Pod III's and Kamikaze Warhead III's, it's pretty much the pods, hands-down. Likewise, maybe they should get small tachyon beams (IIRC, the weapon-destroying weapons) given the appropriate tech; they're manueverable enough to get in close and target the guns.
- On the minefields -- does one ship set off the entire field, because even 100 mines won't kill it?
- Missiles that destroy computers (using the same ability as the Computer Virus) might be interesting; call 'em EMP missiles. (although... don't you need an atmosphere for an EM pulse to occur? I'm not a nuclear physicist, so maybe not...). Obvious pre-reqs would be Missiles (Ion-pulse missiles should probably require this field as well...) and Computer Combat.
- Maybe an RoF 0 weapon, range 1, point-defense, +20 to hit, 50-damage weapon? The intent would be an anti-seeker/fighter 'defense field' that seekers and fighters would have to pass through (well, not the fighters if they're smart...) Dunno if RoF 0 would work, 'tho. Would have to be expensive and high-tech (say, PD 6,7,8 w/ varying +hit, dam) if it works.
- Re: your component that draws in enemy ships: I think this will affect minefields, as well. It'll probably be VERY powerful, actually, especially in a black-hole sector (move so that the black hole is between it and the enemy fleet), or in a cloaked minelayer. That other black-hole ability, weakening shields, might also be a bit too powerful except as a racial tech for scenarios (e.g. a high-tech AI race with foo that suppresses shields).
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-- The thing that goes bump in the night
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December 18th, 2000, 12:20 AM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
Thanks: 5
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Re: Strange Mods Anyone?
Instar, I am making some huge tech mod and have already implemented weaponst that do more damage on long ranges. They are kinetic weapons and are in Kinetic Technology tech tree (it is a special tech like organic and crystal). I was also considering to add a Matter Attractor facility that will work as black hole in the system.
Btw, I have already tested those weapons and they work great.
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December 18th, 2000, 01:25 AM
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Corporal
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Join Date: Oct 2000
Location: USA
Posts: 111
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Re: Strange Mods Anyone?
On the engine minefield thing, it's true that it only takes one ship to set off all the mines. But if there is a fleet, all the ships get hit.
I thought that would make the mines loose their effectiveness, but it doesn't change much. Since the enemy ships have lost all movement after coming through a warp point for example.
Just keep a mine layer nearby and go into the sector after the mines are gone (with the disabled ships). Sure it intiates combat, but the enemy ships can't chase after you. So you lay your mines anyway.
What I like to do actually is go in with a couple psychic converters and a repair ship. Free fleet anyone?
Obviously there are a couple ways around that. You could send in a front ship to take the mines out. Or send through a carrier, and release the fighters even though the carrier gets stranded.
But it's good because there has to be certain drawbacks to every comp specific weapon out there.
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December 18th, 2000, 01:40 AM
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Corporal
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Join Date: Oct 2000
Location: USA
Posts: 111
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Re: Strange Mods Anyone?
Looks like you can make a terrafrom ship. It would be planet specific also.
Just make a ship component using the ability line 'Planet - Change Atmospere'
Put in whatever amount of turns you think appropriate for it to change over.
You would probably need a colony first though as it looks like it changes the atmosphere to the predominant race that is on the planet.
I wonder if more ships over the planet would make it work faster?
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December 18th, 2000, 05:39 AM
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Corporal
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Join Date: Oct 2000
Location: USA
Posts: 111
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Re: Strange Mods Anyone?
It seems that there are certain abilities that work on planets but have to be in facilities in order to function. So an atmosphere changing ship cannot be made, unfortunately.
That really cuts down the number of things that one can do. Bummer!
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December 19th, 2000, 09:32 PM
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Private
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Join Date: Dec 2000
Location: Cape Girardeau, MO
Posts: 8
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Re: Strange Mods Anyone?
Well; I added a system command/training component that is basically large enough for only baseships. I used the Ship Training - System and Fleet Training - System plus the sector defense tag (I don't remember the actual tag). Used the "- System" tag as the simple "Ship Training" didn't seem to work.
Basically, I have a Space Academy that can be near where the front is currently (or the Waypoint that is my collection point).
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December 20th, 2000, 01:53 AM
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Corporal
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Join Date: Oct 2000
Location: USA
Posts: 111
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Re: Strange Mods Anyone?
The 'System' abilities seem to work on ships but not sector ones. At least for the planetary ones. But making anything with a ship that affects the entire system seems too powerful. Unless you reduce the effectiveness of the abilty quite a bit.
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