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				April 22nd, 2001, 05:40 PM
			
			
			
		  
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				 Shrapnel Fanatic 
				
				
				
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				Opinions wanted on new tech (Pirate Mod)
	
			 
             
			
		
		
		
		Basically a poll thread.  Like/Dislike/Why. 
 
1) "Large" planetary shields available at shield tech level 14. 
For comparison, MPSG gives 20k/50k/75k shields, the large give 5k/20k/50k. 
This is intended to make the Planetary shields both worthwhile to build & parallels the massive ion / massive shield depleter techs, where you can research your own, but they're not a powerful. 
 
 
2) Point Defence Lasers.  The PDCannons, are limited to 3 range at max, while the PDLasers go 8, but are limited to half damage.  PDC's then defend your ship, while the PDL's defend the fleet. 
 
 
3) Satellite Siege Mount.  2x size, 1.5x damage, 5x cost, +5 range.  Large sats only. 
I haven't actually got the tech to try these, so I'm not sure how effective they are. 
 
 
4) (the big one) Hardened Bulkheads.  Providing 25 to 35 hitpoints and no space taken up.  They cost 400 to 350 each, and are non-armor.  Basically if you have a ship with 20 components, say 500 hitpoints.  Then, putting on an additional 20 HBs will give you 500 hitpoints, and a 50% less chance of losing a component on any one hit.  The 20 HBs will set you back a hefty 8K minerals, though. 
I think this will be really good for the roleplayers out there who want a flagship that is special over the regular forces.  If you have funds to spare, then you can create a really tough (and presumably luxurious) ship.  Low maintenance really helps justify the expence here, but you could still have built two or three more ships instead of HB'ing your flagship. 
		
	
		
		
		
		
		
		
			
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				April 22nd, 2001, 06:26 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Opinions wanted on new tech (Pirate Mod)
			 
             
			
		
		
		
		On the topic of #4 I'd like to see a racal trait option for components with more/less durability. 
 
You choose this trait and it makes all components on all your constructs 10%, 20%, whatever stronger. 
 
And the same going the other way.  At the cost of ship durability you could gain more racial points to place elsewhere. 
 
This new racial trait would definitely diversify the game more. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 22nd, 2001, 06:58 PM
			
			
			
		  
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				Re: Opinions wanted on new tech (Pirate Mod)
			 
             
			
		
		
		
		I like em all. they'll all add more gameplay. #4 would be cool but it would definetely have to cost A LOT of resources to put on. Imagine a player with a huge surplus who just loads up on these bulkheads. You should probably put a limit on how many per ship size can be used. Ex. 5 on escorts.... 30 on dreadnaughts. Something like engines but bulkheads.  
 
Thoughts? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 22nd, 2001, 07:14 PM
			
			
			
		  
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				Re: Opinions wanted on new tech (Pirate Mod)
			 
             
			
		
		
		
		Nifty.  But a concern about the fourth one -- would it lead to incredibly tough ramming ships?  Probably not, because it's not armor (and thus internal components could take mucho damage)... but something to test. 
 
Are the PDLasers as accurate as the PDCs?  
 
------------------ 
-- The thing that goes bump in the night 
		
	
		
		
		
		
		
		
			
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				April 22nd, 2001, 07:36 PM
			
			
			
		  
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				Re: Opinions wanted on new tech (Pirate Mod)
			 
             
			
		
		
		
		 quote: On the topic of #4 I'd like to see a racal trait option for components with more/less durability. 
You choose this trait and it makes all components on all your constructs 10%, 20%, whatever stronger. 
 
And the same going the other way. At the cost of ship durability you could gain more racial points to place elsewhere. 
  
Great idea.  It could be a characteristic, just like repair aptitude.  Send it to MM!
  quote: #4 would be cool but it would definetely have to cost A LOT of resources to put on.
  
Oh, it most certainly does.  For the price of doubling you hitpoints, you could almost build (& maintain) a whole new second ship. 
Its $400 per 35 damage resist.  It is really intended to be used for different play styles. 
Ie.  Player one uses double-strength ships, Player two uses twice as many ships.
  quote: Nifty. But a concern about the fourth one -- would it lead to incredibly tough ramming ships? Probably not, because it's not armor (and thus internal components could take mucho damage)... but something to test. 
  
I'm not sure how the ramming damage is calculated, if it is a multiple of the hull strength, then it will be a problem, but if its based on the mass of the ship, everything will work out. 
When you get hit by anything, the HBs will only absorb (#of HB / # of components)% of the damage.  So if your ramming ship is dependent on HBs, it'll get slightly more crippled with each ram.
  quote: Are the PDLasers as accurate as the PDCs? 
  
They are an exact copy of the PDC, but with the changes I mentioned.  So, the PDL are just as accurate as the original PDCs, roughly 75% at max range, while the new PDCs are guaranteed to hit because they only fire at point-blank range.  
		
	
		
		
		
		
		
		
			
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				April 22nd, 2001, 07:38 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Opinions wanted on new tech (Pirate Mod)
			 
             
			
		
		
		
		I like the all ideas but I have 2 questions. 
Would linking the planetary shields give you free shield levels if you discovered them on a ruin?  
Should there be a counter for the hardened bulkheads? Without them being able to be countered with some weapon you probably could make an undestroyable ship. 
Also, you may want to consider adding a varient of the small missile mod if you add another PD type. I think it is in the D-Man mod if you need ideas. You can create cheap deadly missile ships with this. The laser PD reminds me of a close support weapon. 
 
[This message has been edited by Marty Ward (edited 22 April 2001).] 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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