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postwar salvage
December 28th, 2002, 08:40 PM
After a battle has taken place in a controlled system (ex. about a colonized world). Is it possible to extract any technology left behind by a defeated enemies ship or ground forces; the mechanics being similar to gaining technology from colonizing a planet with ruins on it? Or similar to a technology trade?

I've play numerous times in which a lowly low tech escort has destroyed up to a destroyer class ship armed with high tech weapons, but gains nothing but the praise and adoration of his race.

We of the T'garian collective (UPS - universal postwar salvage) deserve the goodies of those foolish enough to attack weaker races.

Arkcon
December 29th, 2002, 12:51 AM
Originally posted by postwar salvage:
We of the T'garian collective (UPS - universal postwar salvage) deserve the goodies of those foolish enough to attack weaker races.<font size="2" face="Verdana, Helvetica, sans-serif">[/role-play on]
You will gain nothing from carnage, oh members of the T'garian. Only the dust of the void and the vapors of smashed ion engines for you.

[/role play off]

Hey there, research boarding parties and capture complete ships. Then you can take them back to a shipyard and analyze them for technology.

Supposedly, captureing planets with facilities on them that you can't build will help you research that unknown technology -- but this effect is hard to prove.

Originally posted by postwar salvage:
I've play numerous times in which a lowly low tech escort has destroyed up to a destroyer class ship armed with high tech weapons, but gains nothing but the praise and adoration of his race.
<font size="2" face="Verdana, Helvetica, sans-serif">Hey, I'll take adoration any day. Your planets are happy and produce more. That ship has earned experience that will help it attack and defend. All good stuff.

[ December 28, 2002, 22:54: Message edited by: Arkcon ]

Fyron
December 29th, 2002, 07:25 AM
Supposedly, captureing planets with facilities on them that you can't build will help you research that unknown technology -- but this effect is hard to prove.<font size="2" face="Verdana, Helvetica, sans-serif">That does not happen. You can not analyze a facility.

Q
December 29th, 2002, 08:28 AM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Supposedly, captureing planets with facilities on them that you can't build will help you research that unknown technology -- but this effect is hard to prove.<font size="2" face="Verdana, Helvetica, sans-serif">That does not happen. You can not analyze a facility.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Correct, you can't gain technology from capturing a colony. But I wonder why MM made this difference to SE III. Does anybody know the reason?

capnq
December 29th, 2002, 11:56 PM
You also can steal techs with the level 3 intel op Technological Espionage, or capture them by forcing an empire to surrender to you.

Puke
December 30th, 2002, 12:27 AM
after reading about the mechanics of 0 structure components, I was considering making ships bridges structureless, so that destroyed ships would still linger in space until they are captured or repaired. the main problem with this, is that a fleet would still be bleeding its parent empire of maintenance funds, after it is destroyed.

Arkcon
December 30th, 2002, 01:21 AM
Originally posted by Puke:
after reading about the mechanics of 0 structure components, I was considering making ships bridges structureless, so that destroyed ships would still linger in space until they are captured or repaired. the main problem with this, is that a fleet would still be bleeding its parent empire of maintenance funds, after it is destroyed.<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, thats come up before. The idea of having salvage rights to a rotting hulk. The problem is the maintenance cost would be cruel vs the AI. If ship maintenance only covered functional components, then maybe it would be useful.

Gryphin
December 30th, 2002, 03:34 PM
Zero kT Bridge,
Nice idea. It would work in a game with a "Galactic Merchant" that you could "sell" the hulks to, or maybe you would pay them a small sum to take it off your hands. The merchant would then send a Repair ship to take care of it.

mottlee
December 30th, 2002, 03:55 PM
Originally posted by Puke:
after reading about the mechanics of 0 structure components, I was considering making ships bridges structureless, so that destroyed ships would still linger in space until they are captured or repaired. the main problem with this, is that a fleet would still be bleeding its parent empire of maintenance funds, after it is destroyed.<font size="2" face="Verdana, Helvetica, sans-serif">HEHE Plan #1 Bleed them dry! http://forum.shrapnelgames.com/images/icons/icon12.gif

Jmenschenfresser
December 30th, 2002, 06:54 PM
It's still doable.

Reduce maintenance costs to zero percent and off set that advantage by playing a limited resource game.