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View Full Version : Artificial Gravity in SE4


Ed Kolis
November 28th, 2003, 05:50 AM
The Gravitic Technology field is kind of neglected, given that it only provides scanners that you can acquire cheaper in Advanced Military Science. How about these enhancements (actually restrictions on other techs, but who cares? http://forum.shrapnelgames.com/images/icons/icon10.gif ) to make it more useful:

-Don't assume that you get free, built-in gravity generators from the start of the game. This means -20 (or some such value) to the attack and defense rating of all ship, base, and fighter hulls, since crews cannot function as well without gravity. When you research Gravitic Technology, you get Artificial Gravity Generators that negate that effect with a +20 to attack and defense. The earlier Versions of such generators would be expensive and bulky, but they would still give a significant combat advantage over ships without artificial gravity. The later Versions would be smaller and cheaper, and could be installed in a practical manner on any ship, not just the big important ones. Of course, if both sides have no gravity generators, they're no worse off than if they both did, but when one side has gravity generators and the other doesn't, the side without them is in trouble! (Just like with combat sensors and ECM. http://forum.shrapnelgames.com/images/icons/icon12.gif ) Of course, the Master Computer component would also negate the penalties built into the hulls, given that computers don't need gravity to function properly http://forum.shrapnelgames.com/images/icons/icon12.gif

-Sphereworlds... it's been mentioned that a rotating sphereworld will only have a narrow band with gravity. Therefore, a sphereworld will have no more population capacity than a ringworld. It will have more facility and cargo space, though; automated facilities can be operated and cargo can be stored even where there is no population. If you want to really fill that sphereworld up, you'll need to build a special kind of sphereworld, one that uses Planetary Gravity Plating, which will now only be available with a crossover between Stellar Manipulation and Gravitic Technology. (Normal sphereworlds and ringworlds would just use Planetary Structural Plating, which is the same thing but without the gravity generators.)

Taera
November 28th, 2003, 05:57 AM
Ed, i myself am planning a mod to deepen and enlarge the area of Gravity, making it a racial tech along the way. mind if i borrow some ideas?

Ed Kolis
November 28th, 2003, 06:45 AM
Sure, that's what I post them for - ideas I have that I'd put into a mod if I ever made one, but I know I'll never get around to finishing any mods so I'll just let other people use my ideas in their mods http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron
November 28th, 2003, 06:49 AM
Hence that atrocious image in his sig. http://forum.shrapnelgames.com/images/icons/icon12.gif

SpaceBadger
November 28th, 2003, 06:50 AM
I added Gravitic Boosters, similar to Solar Sails, as a gravitic technology component. I figure for the research cost of getting into good levels of grav tech, there ought to be a better payoff than just Gravitic Sensors.

I'd be happy to post them if you want them, but really they are just Solar Sails with cosmetic changes.

SpaceBadger

Ed Kolis
November 28th, 2003, 07:10 AM
Originally posted by Imperator Fyron:
Hence that atrocious image in his sig. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">OK, OK, I'll get rid of it if you really want, it was eating up all my bandwidth allotment at villagephotos.com anyway!

(thinks about atrocious fonts to use to replace it http://forum.shrapnelgames.com/images/icons/icon10.gif )

Fyron
November 28th, 2003, 07:15 AM
I think any sig image is atrocious, regardless of what the image is. http://forum.shrapnelgames.com/images/icons/icon12.gif

Check out P&N mod for a racial tech tree of gravitational technology.

[ November 28, 2003, 05:16: Message edited by: Imperator Fyron ]

Taera
November 28th, 2003, 07:38 AM
Fyron, i have a completely different idea.

Nocturnal
November 28th, 2003, 05:05 PM
Graviton hellbore pulls all ships within a small radius towards the targeted ship.

Hehe, if there were area-of-effect weapons that would be a really cool thing.

Suicide Junkie
November 28th, 2003, 06:56 PM
Graviton Hellbore does damage, not movement.

Its the tractor beam you're thinking of.

Nocturnal
November 28th, 2003, 09:53 PM
http://forum.shrapnelgames.com/images/smilies/rolleyes.gif I posted that as a suggestion. I'm not sure how you could make it work.

oleg
November 29th, 2003, 02:11 AM
You can also make more gravitic weapons and give grav hellbore some neat abilities like skip all shields as it is in Proportions mod.

Krsqk
December 1st, 2003, 03:43 AM
Originally posted by Ed Kolis:
...when one side has gravity generators and the other doesn't, the side without them is in trouble! (Just like with combat sensors and ECM. http://forum.shrapnelgames.com/images/icons/icon12.gif ) Of course, the Master Computer component would also negate the penalties built into the hulls, given that computers don't need gravity to function properly http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">You will have some devious schemers putting both artificial gravity generators and master computers on their ships for a double bonus. http://forum.shrapnelgames.com/images/icons/icon7.gif Unless, of course, you put them in the same family. Then that causes problems for the upgrade function. http://forum.shrapnelgames.com/images/icons/icon7.gif