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				March 15th, 2001, 12:43 AM
			
			
			
		  
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				grit-tech
	
			 
             
			
		
		
		
		I recently started a game with a restricted tech tree.  gritty aliens-style tech, no energy weapons no shields.  just projectile, missile, and torps.  any one else try any restricted tech games?  this might be a good way to represent specific genres such as BSG or Space Above and Beyond (anyone working on a shipset? i think it would translate well. 
		
	
		
		
		
		
		
		
			
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				March 15th, 2001, 05:27 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: grit-tech
			 
             
			
		
		
		
		Use to do that quite often in SE3 especilly when I was in a Babylon 5 mood.    . In SE4 the first few games I played that way by accident before I figured the tech tree and how to research shields. This style of game can be great fun. Best lesson learned; Repair ships are absolutely necessary research it (Repair tech) fast.
 
Later  
		
	
		
		
		
		
		
		
			
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				July 11th, 2001, 05:00 AM
			
			
			
		  
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				Re: grit-tech
			 
             
			
		
		
		
		I am starting a five player game on PBW along these lines if anyone is interested. 
 
Look for "Grit Tech" in open games. 
 
Geoschmo 
		
	
		
		
		
		
		
		
			
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				July 11th, 2001, 06:09 AM
			
			
			
		  
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				Re: grit-tech
			 
             
			
		
		
		
		wow, i cant believe someone found this old thread.  when i saw it, i was curious to see what my rank was then (shrapnel forum rank) but alas it was updated to reflect my current rank.  oh well. 
 
Will you also be disabling racial techs? if not, they will practically own the game.  Also, from the game I played before, the AI does not adapt its design files very well to this, so they tend to end up building ships with lots and lots of DUC1s.  I would suggest killing the AI on this one. 
		
	
		
		
		
		
		
		
			
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				July 11th, 2001, 12:45 PM
			
			
			
		  
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				Re: grit-tech
			 
             
			
		
		
		
		I will be disabling racial techs as well. I am considering making it only own type planet/aptmosphere too. I will wait till we have some players to discuss that with. 
 
Should be interesting. 
 
Geoschmo 
		
	
		
		
		
		
		
		
			
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				July 11th, 2001, 03:44 PM
			
			
			
		  
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				Re: grit-tech
			 
             
			
		
		
		
		Basically the underlying assumption for this game is that we are close to the limit today in terms of the basic fundamentals in physics and there aren't any great breakthroughs just around the corner that will allow the "super techs" so common in science fiction. Or they are thousands of years in the future, and this game is only hundreds of years in the future so they haven't been discovered yet.  
 
Here is the complete list of tech areas I intend to disallow for this game: 
 
No Racial Techs: Crystal Technology and Weapons, Organic Technology and Weapons, Psychic Tech and Weapons, Religious Technology and weapons, Temporal Tech and Weapons. 
 
No Energy Weapons: Energy Pulse and Stream Weapons, Engine Overloading Weapons, High Energy Discharge Weapons, Null-Space Weapons, Phased Energy Weapons, Shield Damaging Weapons, Tractor/repulser weapons, weapon overloading weapons, warp weapons, gravatic weapons, Torpedo Weapons. 
 
No Energy Shields (armor is allowed) 
 
No Cloaking (other than stealth armor) 
 
Other: Gravatic Tech, resource manipulation, scanners (Combat sensors allowed, but no scanners that can look inside other ships), Stellar Manipulation, Planetary Engineering. 
 
If you are concerned about allowing stealth armor and not scanners, hyper-optic sensors are still allowed. They are in the Advanced Military Science tree. 
 
 
This format is going to severely limit the variety of weapons available for ships. It should come down to tactics and diplomacy cause we are all going to be pretty equally armed. If this interests you, great! 
		
	
		
		
		
		
		
		
			
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				July 11th, 2001, 05:13 PM
			
			
			
		  
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				Re: grit-tech
			 
             
			
		
		
		
		If there are no beam wpns, it would be interesting to see more variety of projectile wpns 
 
Maybe Ducs, Missles, HEAT cannons, HESH rounds, etc. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				July 11th, 2001, 05:43 PM
			
			
			
		  
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				Re: grit-tech
			 
             
			
		
		
		
		I agree. I am thinking about doing a grit-tech mod at some point to add a little variety. 
 
I would probably add machine guns to the one's you mentioned, like Hadrian's mod has. 
 
Also some different size missles and pods like I hear Devnull has. 
 
This game won't incorporate any of that though. Just what's in the game currently. 
 
Geo 
		
	
		
		
		
		
		
		
			
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				July 11th, 2001, 06:10 PM
			
			
			
		  
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				Re: grit-tech
			 
             
			
		
		
		
		Heavy X-ray Lasers!  What is millitary SF without an HXL or two!  maybe a whole line of laser technology, with un-ballancing effects like Xrays skipping armor, but prohibative resource costs or supply use. 
		
	
		
		
		
		
		
		
			
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				July 11th, 2001, 06:27 PM
			
			
			
		  
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				 Shrapnel Fanatic 
				
				
				
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				Re: grit-tech
			 
             
			
		
		
		
		I would suggest making the stealth armor increase in its cloaking ability as tech goes up, requiring better hyper-optics to detect. 
Right now, all stealth armor is level 1 cloaking, so there is no point in researching more than level one hyper optics.
  quote: Heavy X-ray Lasers! What is millitary SF without an HXL or two! maybe a whole line of laser technology, with un-ballancing effects like Xrays skipping armor, but prohibative resource costs or supply use.
  Oops, somebody just put a stack of Xray lasers on their sats!  No maintenance, and no supply problems! 
You would have to boost the price a lot, and reduce the damage (and/or reload) compared to other weapons.
   quote: No Energy Weapons: Energy Pulse and Stream Weapons, Engine Overloading Weapons, High Energy Discharge Weapons, Null-Space Weapons, Phased Energy Weapons, Shield Damaging Weapons, Tractor/repulser weapons, weapon overloading weapons, warp weapons, gravatic weapons, Torpedo Weapons.
  Since when are torpedoes super tech energy weapons?
 
Sure, they are called antimatter torps and quantum torps, but you can easily rename them to have shaped charges or something.
 
IMO, torpedoes are the middle ground between missiles and dumbfire "beam" weapons, and add some good variety to the game. 
I give them a 15% (max tech 25%) bonus to accuracy, and this leaves them: 
- 2 reload (Beam:1, Missile:3) 
- +20% acc (beams:0, Missile: 100%) 
- 1.2 damage (beams: over 1.3, Missiles 0.8) 
Ratings above are damage per KT space per turn.
 
Just my view, you don't have to share it.
 
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[This message has been edited by suicide_junkie (edited 11 July 2001).]  
		
	
		
		
		
		
		
		
			
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