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July 11th, 2001, 03:44 PM
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National Security Advisor
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Location: Ohio
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Re: grit-tech
Basically the underlying assumption for this game is that we are close to the limit today in terms of the basic fundamentals in physics and there aren't any great breakthroughs just around the corner that will allow the "super techs" so common in science fiction. Or they are thousands of years in the future, and this game is only hundreds of years in the future so they haven't been discovered yet.
Here is the complete list of tech areas I intend to disallow for this game:
No Racial Techs: Crystal Technology and Weapons, Organic Technology and Weapons, Psychic Tech and Weapons, Religious Technology and weapons, Temporal Tech and Weapons.
No Energy Weapons: Energy Pulse and Stream Weapons, Engine Overloading Weapons, High Energy Discharge Weapons, Null-Space Weapons, Phased Energy Weapons, Shield Damaging Weapons, Tractor/repulser weapons, weapon overloading weapons, warp weapons, gravatic weapons, Torpedo Weapons.
No Energy Shields (armor is allowed)
No Cloaking (other than stealth armor)
Other: Gravatic Tech, resource manipulation, scanners (Combat sensors allowed, but no scanners that can look inside other ships), Stellar Manipulation, Planetary Engineering.
If you are concerned about allowing stealth armor and not scanners, hyper-optic sensors are still allowed. They are in the Advanced Military Science tree.
This format is going to severely limit the variety of weapons available for ships. It should come down to tactics and diplomacy cause we are all going to be pretty equally armed. If this interests you, great!
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July 11th, 2001, 05:13 PM
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Corporal
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Re: grit-tech
If there are no beam wpns, it would be interesting to see more variety of projectile wpns
Maybe Ducs, Missles, HEAT cannons, HESH rounds, etc.
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July 11th, 2001, 05:43 PM
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National Security Advisor
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Re: grit-tech
I agree. I am thinking about doing a grit-tech mod at some point to add a little variety.
I would probably add machine guns to the one's you mentioned, like Hadrian's mod has.
Also some different size missles and pods like I hear Devnull has.
This game won't incorporate any of that though. Just what's in the game currently.
Geo
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July 11th, 2001, 06:10 PM
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Lieutenant General
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Re: grit-tech
Heavy X-ray Lasers! What is millitary SF without an HXL or two! maybe a whole line of laser technology, with un-ballancing effects like Xrays skipping armor, but prohibative resource costs or supply use.
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July 11th, 2001, 06:27 PM
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Shrapnel Fanatic
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Re: grit-tech
I would suggest making the stealth armor increase in its cloaking ability as tech goes up, requiring better hyper-optics to detect.
Right now, all stealth armor is level 1 cloaking, so there is no point in researching more than level one hyper optics.
quote: Heavy X-ray Lasers! What is millitary SF without an HXL or two! maybe a whole line of laser technology, with un-ballancing effects like Xrays skipping armor, but prohibative resource costs or supply use.
Oops, somebody just put a stack of Xray lasers on their sats! No maintenance, and no supply problems!
You would have to boost the price a lot, and reduce the damage (and/or reload) compared to other weapons.
quote: No Energy Weapons: Energy Pulse and Stream Weapons, Engine Overloading Weapons, High Energy Discharge Weapons, Null-Space Weapons, Phased Energy Weapons, Shield Damaging Weapons, Tractor/repulser weapons, weapon overloading weapons, warp weapons, gravatic weapons, Torpedo Weapons.
Since when are torpedoes super tech energy weapons?
Sure, they are called antimatter torps and quantum torps, but you can easily rename them to have shaped charges or something.
IMO, torpedoes are the middle ground between missiles and dumbfire "beam" weapons, and add some good variety to the game.
I give them a 15% (max tech 25%) bonus to accuracy, and this leaves them:
- 2 reload (Beam:1, Missile:3)
- +20% acc (beams:0, Missile: 100%)
- 1.2 damage (beams: over 1.3, Missiles 0.8)
Ratings above are damage per KT space per turn.
Just my view, you don't have to share it.
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[This message has been edited by suicide_junkie (edited 11 July 2001).]
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July 11th, 2001, 07:04 PM
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National Security Advisor
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Re: grit-tech
I would agree with higher levels of stealth armor would be nice in the grit tech mod.
Lasers are an excellent idea. I have seen those in some other mods. I see then as a long range highly accurate low damage weapon. Also would make excellent point defense weapons.
IIRC you can limit the type of vehicles a weapon is allowed on. If I am wrong about that, a capital ship Heavy Laser could be kept off the sats by simply making to big to fit on one.
I still have problems with Torps though. If you rename them, aren't they just another kind of missle? But as long as they are direct fire they are impervious to PDC. I would lean more towards a greaty variety of seeker weapons, like what Devnull and others have done. IMHO
Geo
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July 11th, 2001, 07:39 PM
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Lieutenant General
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Re: grit-tech
[quote]Originally posted by suicide_junkie:
Oops, somebody just put a stack of Xray lasers on their sats! No maintenance, and no supply problems!
bah, just make them mountable on ships and bases only. sure they are cheaper on bases, but no big deal. it would make it that much harder to take a planet. I was mainly thinking of a high initial production value, the supply thing was sort of an afterthought that sounded good at the time.
I am with you on the torps though. Even if they are anti-matter torpedos, we can make the stuff (okay, one atom at a time) today.
also, maybe adding a few more types of armor would spice things up a bit more. I really like the idea of cheap alblative armor that is quick and cheap to build, but a ***** to retrofit or repair (lots of smaller components).
perhaps this would be a good mod on which to introduce different types of cloaking, and mine detection. mines could be made to use a different cloaking type than is available from stealth armor (hehe, level 1 stealth armor = "we painted her black, sir") and mine scanners could be added. i dont know if you can give different classes of mines different cloaking abilitys, but you could give them a special mine cloaking device that would take up the spot of their second warhead. add another area to have a little arms race in.
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