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  #1  
Old September 8th, 2002, 11:20 PM

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Default Long Range Wepons

It was mentioned before about somone cutting themselves off by close all warp points and have a facilty to prevent warp point creation.

What about a wepons that can detroy entire systems from far away? Or the the abitly to use warp point creation to warp to a neighbor square the sending on the fleat from there.

Off course the yang(defense) for these would nee to be created as well

Any thoughts on this?
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  #2  
Old September 9th, 2002, 12:45 AM
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Default Re: Long Range Wepons

Good ideas, but those would have to be hardcoded in. As it stands, the only way to destroy a star is to move a star destroyer into the sector containing the star, and you can only open a warp point to a square that actually contains a system.

If you want to prevent the turtling strategy, however, simply remove the block warp points abilities from the system shield.
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  #3  
Old September 9th, 2002, 01:01 AM
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Default Re: Long Range Wepons

Hmm. How about random and intelligence events? Can they be used to destroy planets, stars, and/or open warp points even when a system grav shield is in place?

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Old September 9th, 2002, 02:45 AM

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Default Re: Long Range Wepons

Yes I relize that they would have to be hard coded in but I just wanted to open up a dialog on the subject to see if anyone liked it.

If enough people like then maybe in to be put in to SEV
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Old September 9th, 2002, 08:52 AM

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Default Re: Long Range Wepons

I think intelligence (and it may work this way, I don't know) should allow for a percentage chance to capture any ship within the sector you can't see in when you choose to take any ship. This gives you a chance to get inside the system. I don't think there should be a way to directly go into a turtled sector. I think closing off warps is a fair strategy right now because once they make it so you can't get in, they can't get out. That's severly limiting, especially since they can't get out to defend their unprotected sectors and you start them all rioting. They will eventually have to come out of their shell.

- takr
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  #6  
Old September 9th, 2002, 04:22 PM
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Default Re: Long Range Wepons

Quote:
I think closing off warps is a fair strategy right now because once they make it so you can't get in, they can't get out. That's severly limiting, especially since they can't get out to defend their unprotected sectors and you start them all rioting. They will eventually have to come out of their shell.
If they lock themselves into a small number of systems, they can stay there indefinitely.

The only thing that could possibly break the turtling is random events.
Even supernovae can be prevented by a Ring or Sphereworld, and if there are grav shield facilities on multiple planets in each system, earthquakes and planet core instabilities won't crack the shell either.
After thousands of turns, you might find that the turtled player's planets are all randomly destroyed (he can't rebuild since the ringworld uses up the star). I don't think ringworlds can be broken up by random events, though, so he could still sit there with ten grav shields and say he hasn't lost yet.
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Old September 9th, 2002, 04:46 PM
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Default Re: Long Range Wepons

Quote:
Yes I relize that they would have to be hard coded in but I just wanted to open up a dialog on the subject to see if anyone liked it.

If enough people like then maybe in to be put in to SEV
What I'd really really like to see for SEV would be the possibility for normal space FTL travel from system to system as well as warp-point travel. This would open up whole new tech trees and strategies. For example, travelling directly from system to system without warp points would have the advantage of being able to approach from any direction but the obvious disadvantage that it would take a lot longer to get from A to B. Cost and supplies might also be issues.

Maybe also make it so that once a fleet has been despatched via FTL into the inter-stellar void, it can't change course. Chuck in some sensors so that the defender could see a few dozen light years beyond the system's boundaries (and all the cloaking devices & stuff that come with sensors) and it could be a well- balanced feature for the sequel.
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Old September 9th, 2002, 07:14 PM
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Default Re: Long Range Wepons

Interstellar travel without warp-points would allow entry into segment of the solar system that are not connected by warp-points. This would effectively counter System Shields denying access to a system after the warp-points have beenr emoved.
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Old September 9th, 2002, 10:47 PM
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Default Re: Long Range Wepons

if out-of-contact empires counted towards a 'peace' victory condition, you could set it to peace after 10 years. anyone who turtles for 100 turns with the rest of the galaxy at peace, would cause the game to end. and would probably be deemed the loser, if he had a lower score.

on the other hand, if someone with a hunge empire blocades all the others out and has a higer score, he could win by the same logic. not a bad thing necessarily.
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Old September 9th, 2002, 11:19 PM
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Default Re: Long Range Wepons

How about a component that induces the random event that causes a ship to travel to a random part of the galaxy. If it were expensive enough, you wouldn't want to use it on every ship. But it would provide a way into any far flung system.
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