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January 17th, 2001, 09:10 PM
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Corporal
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Join Date: Sep 2000
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Re: New stellar manipulation component idea
After you maxed out the planet movement tech, you get to start researching tech to allow you to move stars. That way, if your star was going to go nova, you could switch it with a neighbor's star. Or better yet, can anyone say "galatic hot potato". 
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January 17th, 2001, 09:31 PM
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Captain
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Join Date: Sep 2000
Location: USA
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Re: New stellar manipulation component idea
Don't warp points have size restrictions?
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Give me a scenario editor, or give me death! Pretty please???
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January 17th, 2001, 09:37 PM
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First Lieutenant
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Join Date: Jan 2001
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Re: New stellar manipulation component idea
Maybe it should take multiple ships to move a planet.
Wouldn't moving a star bring the planets with it? Which also raises the question of what happens to any moons of the towed planet? I guess they would come too...
I think stars would be too big to move (not that planets are tiny things either, but stars are several orders of magnitude bigger.)
[This message has been edited by Spoo (edited 17 January 2001).]
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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January 18th, 2001, 12:12 PM
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Sergeant
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Join Date: Dec 2000
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Re: New stellar manipulation component idea
Or the Tech to move planets could be some sort of inertialess generator (like the planetary Bergenholms in Lensman)...
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January 19th, 2001, 02:59 AM
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Private
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Join Date: Dec 2000
Location: Mississauga,on,canada
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Re: New stellar manipulation component idea
Yes - very nice . I really love this idea. I agree about it having to be a planetary facility though. The strategy of dealing with movable planets brings a complete new strategy of dealing with this game.
1) For sure i would block all warp points with planets equipped with resupply and shipyards.
2) I would strip all planets away from contested systems.
3) To invade an enemy system i would utilize a planet loaded with all kinds of planet defences.
4) I would use the planet to block warp points into enemy system to prevent reinforcements
5) Wow - i would crash a small planet into a sun to kill all life in the system. Would this mean all planets in system that are now uninhabited can be recolonized.
6) Haha - we would need a new facility on planets to provide a shield against radiation from planets going suicide into suns
PS - A brilliant idea - reward yourself accordingly
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January 18th, 2001, 05:10 PM
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Corporal
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Join Date: Sep 2000
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Re: New stellar manipulation component idea
Moving a small planet into a sun would not destroy a system, only the planet. Allowing ships to move planets/stars (or planets to move w/a facility) would be hard to figure into the current system of play, not to mention the affect on grav'l fields. I was joking about moving stars. But.... if one could move a planet, one of the 'better' uses (for truly xeno races) would be to tow an enemy planet to a black hole system.
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January 18th, 2001, 05:30 PM
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Shrapnel Fanatic
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Re: New stellar manipulation component idea
No offense, but a Tractor Beam to move planets around does not interest me in the slightest. Its kinda not what I had in mind for realism. Sorry to be a party pooper in this regard, but this idea is just not what I would consider to be a viable one.
Then again, I have been known to be wrong.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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