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September 14th, 2001, 03:28 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Some of my ideas and questions
actually, gas giants can be medium as well. but what do you mean by: asteroids are always rock?
i thought they were undefined, like a quantum bit in a state of supermotion. or were you talking about real asteroids? if asteroids are always a planet type, can they be colonized? i tried very hard to get them to colonize, but i think i remember that whoever first did it way back when, did it by turning them into rock planets and thus they could not be affected by stellar manip properly.
if they can be left as asteroids, and a seperate asteroid colonizer could be created, i would be very interested in knowing how. I know that it would be possible in a patch, because they have specific stats in the planetsizes.txt
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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September 14th, 2001, 04:04 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Some of my ideas and questions
What I mean is that, if you click on an asteroid object in SE4, it says:
"TYPE: Rock - <size>"
"ATMOSPHERE: None"
Thus, SE4 probably does not keep track of what an asteroid belt will turn into; rather, when you make it into a planet, these values change to a random (but valid combination) type and atmosphere, potentially different each time the planet is rebuilt.
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September 14th, 2001, 04:37 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Some of my ideas and questions
new species types here they are new types but you probably wont actualley see them until at least v 1.1new stuff
Types:
Antimatter species colonize anywhere but have huge colony modules but only two theirs can colonize both ice and rock and only need a neew one for gas giants as they must house metel and cointenmint feildfs but they have very powerfulll weapons and powerfulll ramming power
Sun dwellers:they can colonize only gasous and create sun colonys.
Pure energy beings owerfull weapons slightly bigger colony mods and their ships are pure energy and dont need supplys and regenrate but much slower at regenerating...
Components
Immune system: boarding defense for bugs
Energy field:energy biengs sheild
Ships
antimatter cruiser etc etc mal as other ships but deadlier at ramming and invunerable to missles
Sector and planet types
Slaver stasis field:a sector that contains some new techs for everyone but most are for psychics like the
Slaver subjegator:a better albiet coslier subverter but their are also regulerweapons like
Soft weapon:a omnipotent death ground troop ray but very big...
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September 14th, 2001, 05:11 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Some of my ideas and questions
quote: antimatter cruiser etc etcmal as other ships but deadlier at ramming and invunerable to missles
Why should a ship made of antimatter be any more resistant to a matter/antimatter explosion?
If a missile just sprayed antimatter around before impact, it would be very ineffective.
A simple magnetic field would be sufficient to deflect the antimatter!
Just as decent weapons today will mix an oxidizer in with the fuel to get a better explosion, the antimatter missile technology would do something similar. If the missile were to thouroughly mix pockets of matter and antimatter together (using forcefields to prevent an early reaction), then ALL of the mass would be converted to energy every time, resulting in a multi-megaton bLast of energy from warheads measured in grams.
Uncharged photons of incredibly high energy suddenly bombard your ship, requiring "magical"-tech forcefield shields to protect against.
Anyways, what I'm trying to say is that an antimatter ship would be just as vulnerable to missiles and torpedoes as "normal" ships. The antimatter in the weapons does not react with the hull of the target, but within the missile itself.
If anything, an anti-matter race would be at a severe disadvantage, running into solar winds would mean death. Cosmic dust would cause the hull to glow from M/AM flare-ups. Particle-beam weapons would trash the ship instantly. Their shields would have to be up at all times to prevent their destruction.
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September 14th, 2001, 05:35 AM
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First Lieutenant
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Location: NY
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Re: Some of my ideas and questions
of course that why i am giving them built in sheilds and phased as well because i am making them higly damageable isnce i cant acutalley make them low on health without sacrificing size they dont have other sheild generator so they will have a big hit ratio so almost always you hit them but they are very lethel as well and do well in many things.they have the best pd defense in the game.their antimatter armor is very good because it generates sheilds as well.The boarding defense is well they have none they all have built in self destruct devices because the second a matter being seps on board......EXPLODE needless to say they can not board enemy ships....
Energy biengs get access to Ramscoop engines better ramejst because radioactivity dosent phase them in the least.they use no supplys as well all their engines... they have the crystel armor ability also......their sheilds are matched only by the antimatter beings.
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Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
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September 17th, 2001, 12:47 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Some of my ideas and questions
can i make bonus boarding adefense and attack points? any ideas on planet to planet teleportation of cargo?
Components
Slipstream engine:a slightly faster quantem 2 hyperdrive same abilityies fastest warp based engine
Quatnem two:a much faster hyperdrivesame abilities
Infinate improrbability drive:second fastest engine in game
Bistromath engine:fastest engine in game
CS-100:the basic 1 kt combat suit nothing special here
CS-200:makes you have more armor but you are more easy to hit as a result of slower speed
CS-300:increases acuuracy but at the cost of armor hp
CS-400:a combat suit equped with a gun arm so it is 2kt
CS-500:kamikazee
Beamer:basic 1 kt gun
Blazer:a more powerfull 2kt beamer
Bazooka:a 2kt weapon
Incinerator: a 2 kt flamethrower
Ships
Infantry:3 kt 2 kt for weapons and one for the combat suit
Protecter:2kt but has enhanced abilties
Cyborg:2 kt but enhancced as well
Assasin:very stealthy again 3kt
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September 17th, 2001, 01:20 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Some of my ideas and questions
quote: Ships
Infantry:3 kt 2 kt for weapons and one for the combat suit
Protecter:2kt but has enhanced abilties
Cyborg:2 kt but enhancced as well
Assasin:very stealthy again 3kt
Are these 3 KT ships? It would take piles of them just to kill a fighter, never mind a capital ship! And you also would not be able to fit enough of them into the combat map to hurt anything!
I hope you meant "vehicles", and "troops" in particular.
quote: can i make bonus boarding adefense and attack points?
Boarding attack and defense stack completely. Any component with the ability will only add to the total ability. (Ooh, what about negative attack or defense built into the hull...)
Note: Components with the attack ability are all destroyed when a boardig attempt is made: I have no idea what would happen to a ship hull with the ability; probably nothing, but maybe the ship will be destroyed outright.
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As for those antimatter ships, you could try making them take extra damage from weapons by giving them a negative cyrstalline armor ability!
If it works, the first hit will make their shields become -50/0 or something, and the second shot will do the extra 50 damage!
Be sure to test this first.
[This message has been edited by suicide_junkie (edited 17 September 2001).]
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September 17th, 2001, 01:25 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Some of my ideas and questions
there grtound units of course
------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
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September 17th, 2001, 02:01 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Some of my ideas and questions
About the Infantry vs Cyborgs & stuff.
Are you planning to include an item in the description such as:
Cyborg Troops: A squad of two hundred cyborgs. (10 tons of equipment each)
Infantry: A 10,000 member squad of regular ground troopers. (300 pounds each)
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September 17th, 2001, 04:20 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Some of my ideas and questions
Of course they are multiple i have a question can i make a ship immune to laser fire?????
COmponents
Railgun:i renamed the ship Version of the gauss rifle
Energy containment suit:the armor for antimatter trooops
Robtek slef maintaining armor or that heals itself only for corparations
SHips
Energy cruiser escort dreadnought etc etc:thye all have built in healing ability built in damage to sheild absorbers and qauntem reactors
ANtimatter ships:built in sheilds,built in self destruct devices.
Units
Antimatter troops:very strong
Energy infantry:they are rather powerfull and have built in sdheilds
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