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				 Re: Basic tech mod? 
 Some suggestions:
 How to do propulsion:
 Tech area one:  Thrusters:  Standard rocket engines, only one standard movement point, as you get up there the engines use less fuel and maybe give bonus combat movement.
 Tech are two:  Drive system:  Uses almost know fuell, use the extra movement gen. ala the solar sail.  Different levels would provide you with different drive systems.  (say maybe ion 1-3 (one bonus movement) Nuclear 1-3 (uses more fuel offers two bonus)  etc...
 
 Take fuel storage down to 10k, much more realistic.
 
 As suggested, more armor.
 
 As for weapons:
 1: Lasers, very long range low supply cost never get weaker, but very weak.
 2: Standard cannon, shorter range, higher supply cost, high damage
 3: Missiles, Make missiles a lot tougher, make them only take 20 spaces and can only fire once per combat.
 4: Torpedoes, like missiles, can fire more than once in combat do a lot less damage.
 5: Flak cannons, to replace point defense guns
 
 Various other components:
 Lidar or radar (combat to hit bonus)
 RAM armor(radar absorbing armor, cloak and defense bonus)
 Repair crew:  1 comp repair per turn.
 
 Mod troops:
 Infantry, 1k requires nothing, then create a new comp, rifles.
 Tanks, standard troops as they are now.
 
 I've got a lot more ideas two, but these are my best... I think
 
			
			
			
			
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