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July 18th, 2001, 06:15 AM
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Captain
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Join Date: Jun 2001
Location: Oh, I\'m out there
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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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July 18th, 2001, 07:06 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Basic tech mod?
Thanks for all the ideas! Keep them coming! Not that I'm not swamped, but things could be worse. I didn't expect this much response.
Rather than post lengthy accounts of my changes, I've uploaded a list of them here. I will update it every time I accomplish anything fairly significant and will post a notification of it. I am also keeping a list of ideas gleaned from this thread here. As I implement ideas from this list, they will be removed; so if your idea suddenly disappears, it's good, not bad.  Please note that these are by no means set in stone; they are only a list for me to work from. Some very good ideas may not be compatible with the means I used to implement something else, so this list could go back and forth as techs alternate between the "drawing board" and "implemented" stages while I work out the kinks.
These files are also meant to be a means for you to keep up with the mod without having to read all of the previous Posts (i.e., P&N--not that I expect to get that many replies).
That's it for this post; more to come later.
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"The Unpronounceable" Krsqk
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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July 18th, 2001, 10:35 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Basic tech mod?
Please post in the new Basic Tech Mod Info thread. I seem to have enabled the "Notify by e-mail" option when I started this thread, and I had about a dozen Messages in my mailbox when I checked it.  Whee. Anyway, go to the new thread so you can razz me there.
Out for now.
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"The Unpronounceable" Krsqk
Basic Tech Mod
-- Current changes list
-- Future ideas list
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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August 9th, 2002, 11:57 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Basic tech mod?
bump for myself...
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August 10th, 2002, 12:42 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Basic tech mod?
Hey, is there stuff going on with this thread? Last post is Last year, but I've got ideas for some 'basic' tech tree stuff, esp the biosciences... any takers?
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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August 10th, 2002, 01:24 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Basic tech mod?
Kinda... I've been working on a primitive mod. 
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August 10th, 2002, 01:30 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Basic tech mod?
Oh, Okay,
I've been thinking that there are a lot of cool ideas out there, but that they're too low tech to be realistically used in the SEIV game as it currently stands. For example, there was a board game that I remember playing once. There were fighters, giant carriers, etc. but no real shields to speak of. Instead ships would spray tons of water out of large baLasts to create walls of tiny ice crystals - they acted as sheilds because they would defract laser figher, but also act as (not)Electric Counter Measures because the defraction would make it harder to see where the ship really was...
Should I throw more ideas at ya?
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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