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  #1  
Old January 26th, 2001, 10:43 PM

Nitram Draw Nitram Draw is offline
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Default Re: Ship size vs. weapons

I like that idea!
Wouldn't it be a shock to see your BC destroyed by a frigate
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  #2  
Old January 26th, 2001, 10:51 PM
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Puke Puke is offline
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Default Re: Ship size vs. weapons

i like that alot. what would probably be more effective and achieve the same thing though, is if we could research different types of mounts, instead of having all available. that way you could have an escort mount that would reduce mass of components by 25% or something. which would be rather slick with that 50% defensive bonus. im not sure you can have mounts be technology dependant though.

however, with entire new hull sizes you could do something like, allow more engines on a hull. maybe you could make a super basehip hull, tripple the number of engines and double the engines required per move. it could go ***3*** spaces, not including bonus move points.

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  #3  
Old January 26th, 2001, 11:23 PM

Nitram Draw Nitram Draw is offline
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Default Re: Ship size vs. weapons

Another great idea puke.
You may go for developing a big level 4 ship with level 1 weapons and I may go for the opposite. Think of the combinations. You would really have to adapt your strategy and tactics throughout the game!
I also like the idea of more prerequisite technologies being needed for some of the more powerful weapons/ships. Give me a reason to research Menson BLasters!
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  #4  
Old January 27th, 2001, 12:01 AM

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Default Re: Ship size vs. weapons

I love that idea man!! Email that to Aaron, he can probably figure out the best balance for improved hull types.
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  #5  
Old January 27th, 2001, 01:24 AM

JSnider JSnider is offline
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Default Re: Ship size vs. weapons

Concur .. like idea, was attempting similar approach but went via materials/construction route, i.e discovered new materials that allowed you to build new Versions of the ships with better specs. only thing didn't finish was AI usage mod'ng and new weapons wanted to bring in. ofcourse had to add in the large classes also, deathstar, assault wedge, battle stars, and planetoid sized ships and bases. did all this cause i hated running out of things to research. still haven't got it all working right (nor all the graphics done either) though in terms of play balance, weeks away from that if work allows. just a way to fill the void with more garbage ..

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  #6  
Old January 27th, 2001, 01:44 AM
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Atrocities Atrocities is offline
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Default Re: Ship size vs. weapons

An interesting idea. I often agree that its too easy to get to dreadnought tech. However, you can build these ships, but the weapons that go into them need to be updated as well. So even though you can build the dreaded DN, the weapons it cares are weak until researched out.

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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
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  #7  
Old January 27th, 2001, 06:47 AM
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Default Re: Ship size vs. weapons

I'd LOVE to see an escort wipe the floor with a dreadnaught... sigh, one day...

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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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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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