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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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Join Date: Dec 2000
Location: USA
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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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January 18th, 2001, 05:34 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: New stellar manipulation component idea
Hrrrrrrrmmmm.
Moving an asteroid I could see... some aren't that particularly massive. And there are various nasty uses for asteroids that could have been included -- e.g. as platforms for sensors and weaponry, as very large projectiles, and so forth.
(Speaking of 'stroid / planets as bases -- planets and moons perhaps should be able to initiate combat against other planets and moons in the same sector. Nobody's going anywhere, anyway... would have to figure out how to regulate this, 'tho -- 1 point per turn, useable ONLY for attack?)
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-- The thing that goes bump in the night
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January 18th, 2001, 05:50 PM
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Corporal
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Join Date: Sep 2000
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Re: New stellar manipulation component idea
If you want to start a combat, launch a fighter. I assume you mean for the planets to fight it out with just weapon platforms?
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January 18th, 2001, 06:01 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: New stellar manipulation component idea
Yup. Planets and moons often are in CSM-I range, if memory serves... and I *think* I've seen 'em closer. (Hrmm. You can't put most anti-planet weapons -- bombs of various sorts -- on WPs, can you? Probably not.)
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-- The thing that goes bump in the night
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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January 18th, 2001, 08:23 PM
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Sergeant
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Join Date: Dec 2000
Location: Fairfield, Iowa
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Re: New stellar manipulation component idea
Did anyone else play the game Armada 2525? Many of you might be interested to learn that it was an old, old Dos game that got bought up and became Master of Orion 1. Anyway, they had artificial planets in that game. But instead of turning asteroids into planets, you built a big artificial planet at one world, then strapped engines to it and flew it over to the empty system where you wanted it and then parked it in orbit. Well, a few of us relaized that these babies were dang near indestructible in combat so we'd make fleets and park all our good ships behind a giant artificial planet. It soaked up horrendous amounts of damage while our ships fired at the enemy with impunity. So the designer added this tech called hyperspace missiles which teleported to attack the ships in the very back of combat.
Anyway, just some fun thoughts on a related topic.
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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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