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Suggestion for new Exotic Tech

 
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Eric

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Since: Mar 24, 2006
Posts: 94



(Msg. 1) Posted: Wed May 24, 2006 5:55 am
Post subject: Suggestion for new Exotic Tech
Archived from groups: alt>games>vgaplanets4 (more info?)

Unamed Exotic: All warp engines distance is doubled.

It would cost a very lot of MC (akin to an amount like the other late game
exotics) to start but litle to maintain. This exotic would be very useful to
many end games in making them more playable. Many maps are considered too
big. and I think this is largely because warp engines are limited at 190 max
(save for the grav accel ships), if they could fly further many maps
(including the Echo Cluster) would be better and more playable. It's the end
game that's the problem with these maps, it's often too hard and takes too
long to get across them to fight.

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Lord Lancelot

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Since: Aug 21, 2005
Posts: 691



(Msg. 2) Posted: Wed May 24, 2006 5:55 am
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Good idea.

I would not make it compatible with Grav accel ship device when they
are ON.

Lord Lancelot

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minime-hammer

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Since: Mar 01, 2005
Posts: 96



(Msg. 3) Posted: Wed May 24, 2006 5:55 am
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Wow this would really change game dynamics.

speed 190 ships with boarding lasers could now
have a 95 ly range for boarding before combat phase 50
but you would not know if your opponent has this
exotic on or off. Interesting delema.

A lot of other ideas come to mind.

Hmm I would suggest a downside to this beyond just the
cost of the exotic. Sort of like the Grav accel causes
extra sensor noise and reduces your own sensor scan
when on. Or the chunnel device when used causes
shields to drop to half power for the turn.

Overdriving engines to double normal speed should
push stress limits to max for the hull and the engines.
Perhaps both hull and engines take double damage
in combat during a turn in which this exotic is used.
I.E. when the ships speed is actually set beyond normal
for that turn. Not every ship you own gets double damage
just because this exotic is on (ships that do not move
that turn or move at normal speeds are not subject to extra stress)

If this exotic does not come with a down side I would not support it.
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Black No1

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Since: Jul 04, 2005
Posts: 206



(Msg. 4) Posted: Wed May 24, 2006 5:55 am
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minime-hammer wrote:
> Wow this would really change game dynamics.
>
> speed 190 ships with boarding lasers could now
> have a 95 ly range for boarding before combat phase 50
> but you would not know if your opponent has this
> exotic on or off. Interesting delema.
> ...

So we have lots of little MCBRs Wink

There's a problem that is even bigger: We have only 200 ticks in the
movement phase. I guess there are strange effects because sometimes
ships flying that fast cannot meet at a point while flying past each
other.

just my 2 cents,
Jochen
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minime-hammer

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Since: Mar 01, 2005
Posts: 96



(Msg. 5) Posted: Wed May 24, 2006 5:55 am
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minime-hammer wrote:
> Wow this would really change game dynamics.

> speed 190 ships with boarding lasers could now
> have a 95 ly range for boarding before combat phase 50
> but you would not know if your opponent has this
> exotic on or off. Interesting delema.
> ...



So we have lots of little MCBRs Wink

There's a problem that is even bigger: We have only 200 ticks in the
movement phase. I guess there are strange effects because sometimes
ships flying that fast cannot meet at a point while flying past each
other.


Plus if I understand the proposal right the Grav accel would double
the doubled exotic tech for a total speed of 760 for A MCBR warp move
after hyp. Is this what you intend to happen Eric?
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Doc

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Since: Mar 03, 2005
Posts: 101



(Msg. 6) Posted: Wed May 24, 2006 5:55 am
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Many ships still have a Max-Hull Speed and this still needs to be
obeyed.

Any ship exceeding its max Hull speed (with this exotic) should incur
hull damage equal to half the speed they are exceeding the max Hull
Speed by.
No other side-effects.

Therefore:
A Ship with a Max-Hull Speed of 100 doing 190ly would end the turn with
+45% Hull damage.
A Ship with a Max-Hull Speed of 380 doing 760ly would end the turn with
+190% Hull damage. {Some speeds are just not reachable}

You would need a lot of repair units and hope you do not hit a mine.
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 7) Posted: Wed May 24, 2006 6:14 am
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If 2x is too powerful for an ET with no downside, then what factor
would be acceptable? 1.75? 1.5? 1.25?

This could possibly be also be strictly a modifier for the hulls' max
speed. So a ship with a normal max speed of 100 would have a max speed
of 125 with a 1.25 multiplier. Engine limits would still be enforced,
so nothing would go beyond 190 without the GA.

How about 2 seperate ETs? One like this one that increases the Hull's
max speed, and one that increases the Engine's max speed.

Maybe 2 levels for each.

Hull Reinforcement A : Max hull speed increased by 1.25
Hull Reinforcement B : Max hull speed increased by another 1.25 (maybe
1.5). This one is much more expensive than A.

Engine Optimization A and B : Similar to above, increases all Engines'
max speed.
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Kaos

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Since: Jul 06, 2005
Posts: 16



(Msg. 8) Posted: Wed May 24, 2006 6:09 pm
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Nice thinking out of the square, but I dont really think this is such a
great idea for a number of reasons.

It gives a huge advantage to races with already faster ships, but what
about the slower races such as Robots. Doubling 90 to 180 does not
compare with 190 to 380.
Or the EE of 20 to 40.

Also what about hyperjumping races how does this effect them, they
have now lost any advatage of manoeuvrability but still have the major
pain of grav mines which render them useless. They have a huge thorn in
there side as part of there agility, what are the consequences of the
exotic tech except for a large one off fee?
So now a warp ship which can fly further than some hyperjumping ships
at an even rate during the movement phases. Where a hyperjumper has to
wait until tick 100 for the jump and cant move afterwards, leaving them
quite open to any attack at these stages.

Perhaps something more simple as having more stable wormholes on these
large maps
would be a fairer method of moving large distances.

Kaos
(activating flame resistant shield now)
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Lord Lancelot

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Since: Aug 21, 2005
Posts: 691



(Msg. 9) Posted: Wed May 24, 2006 6:24 pm
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After reading others comments, I believe 2X would be too much, maybe
even 1.5X is too much.

How about a flat
A +20 ly
B +30ly
C +50ly

Work same as pod speed boost. But should cost a lot more to activate.

Lord Lancelot
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Lord Lancelot

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Since: Aug 21, 2005
Posts: 691



(Msg. 10) Posted: Wed May 24, 2006 11:03 pm
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X2 warp speed for very late game.

How about defining the cost ? Hard to judge an ET without it's cost.

I think something around the cost of Fighter ECM BOX could be high
enought.
600 000 MC initial cost
20 000 MC Maintenance

I still think it should not work when you have Grav acc ON.

Lord Lancelot
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minime-hammer

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Since: Mar 01, 2005
Posts: 96



(Msg. 11) Posted: Thu May 25, 2006 12:42 am
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Ok Next question what price do you have in mind for this?
I ask because you want this to be a late game exotic and
in the last few games I have played in I probably could afford
this exotic as early as turn 50.

The races I have played that gain money fast do not need this
exotic and it would push them over the top if they could afford
it by turn 50 depending on the price of it.
These are Enforcers, Scavengers, Privateers

The races I have played that need this exotic gain money slow
and if the price was steep enough to prevent fast earners from getting
it to early,
then the races that really need it would not be able to afford it til
turn 100.
These are the RCS, Draconian, Feds

I have not played the Robots

And the Borg would never be able to afford it
but they do not need it now, until everyone else has it,
then the Borg will need it to be competetive but could not afford it
ever I think. I suppose its moot however because if the Borg are
not winning by turn 70 (have everyone else on the run at least)
then they never will win that game.

Bottom line for these races that I have played such an exotic
will give a decided advantage in speed at a much earlier time
than those that really need the speed. Again I am not talking
about the Robots I suppose the Robots can generate huge cash flows
early as well so they might be one race that needs this and
could actually afford it about the same time as the Enforcers,
Scavengers,
Privateers can.

That is my take on it.
Perhaps Tim could code this so it can not be turned on til after
turn 70 ish? That might help even this out a bit.
Still the RCS and Draconian probably could not afford it even then
on turn 70. If they last that long ;(
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minime-hammer

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Since: Mar 01, 2005
Posts: 96



(Msg. 12) Posted: Thu May 25, 2006 2:01 am
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> How about defining the cost ? Hard to judge an ET without it's cost.

> I think something around the cost of Fighter ECM BOX could be high
> enought.
> 600 000 MC initial cost
> 20 000 MC Maintenance

That suggestion about what I had in mind.


Hmm if this gets added to the game like this
then I will be able
to afford this exotic by turn 45 with the Enforcer.
That is all I need to run down the Borg cubes.
Right now they have speed 190 vs my dreadnaughts 120.
They can always board me and I can not put enough
Troops/HG on a Dreadnaught to prevent capture.
In my last 5 games as Enforcer this always turns into
a cat and mouse hunt. This first player to make a mistake
looses his ship to the other player. If I get lucky and capture
only one cube then its over for the Borg. Just towing a
Dreadnaught behind a Cube gives me enough speed to
win every match after the first falls victim. If I could have
a speed 240 Dreadnaught the Borg would never stand a chance
against my Enforcer. I would simply overpower them.
I have also played the Borg a lot and I can tell you now
no way could the Borg afford this exotic til much later in the game
like turn 75-80+ But by then my Enforcer would have entirely overrun
them.

I am speaking of only one case matchup here. Because I have played
this matchup many times and this exotic will have a strong impact
on this particular scenario. I can not speak to every case nor even
the Robots. I never played the Robots.
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Eric

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Since: Mar 24, 2006
Posts: 94



(Msg. 13) Posted: Thu May 25, 2006 2:26 am
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> Plus if I understand the proposal right the Grav accel would double
> the doubled exotic tech for a total speed of 760 for A MCBR warp move
> after hyp. Is this what you intend to happen Eric?

Yes. If a player can afford the tech they'd gain these benefits. It is not
at all over the top if you consider the context of late game on a large map.
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minime-hammer

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Since: Mar 01, 2005
Posts: 96



(Msg. 14) Posted: Thu May 25, 2006 2:29 am
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Maybe, but that might really not be neccessary.. you have alot of
experience
being able to afford a late game exotic before turn 70? And one that
won't
affect your batttle prowess but only your speed?


Umm yes I do Eric,
I am playing on the echo map now.
I am playing the Enforcer.
Starting with 2 million pop
and 20,000 mc
Natives are average.

By turn 45 I have all exotics on except propaganda.
Every one turned on.
Playing on the Echo map With this starting setup
as Enforcer I can always afford this exotic by turn 45.
Even as early as turn 37. In one game that was when
I turned on the anti fighter computer. Most games
I turn this on around turn 40 or 41.

I am under heavy attack by 2 different Rebel since turn 8.

This is very important for the Enforcer speed is power.
And also for the Privateer speed is power.
And for the Scavenger I was killing 4 Priv bases per turn
with speed 380 Inamorata's One fleet flying over 4 bases.
If they could go faster I could fly over maybe 6 or 7 bases per turn.
Depends on how effective the combat trigger works at speeds
of 760? How many waypoints will I need within 5 lys of a base to
trigger a combat? The limit is 6 waypoints per turn. Maybe I have to go
slower
like around 450 speed to target 6 bases with 6 waypoints.
But speed is a weapon. I can stand off 380 lys from a robot base
fly to it attack it then fly back out of range of gun zero's for
example.
Nova mines no problem hire a Scav to tow you through a Scav with this
exotic
turned on. Scavs can afford a 600,000 mc exotic as early as turn 40
also.
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minime-hammer

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Since: Mar 01, 2005
Posts: 96



(Msg. 15) Posted: Thu May 25, 2006 3:14 am
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I am just thinking out loud here some more.
The Scavs should be able to afford this before just about
any other race in the game.
Once they turn it on and if the get the GA ability turned on
for the Inamorata as well then the Scav suddenly gets new abilities.

New: The Inamorata can at speed 760 run down any fighter in the game
through any mine field during the chase except a laser mine.

New :They can also run down a light speed virgo.
This ship will become the elite killing machine with these new found
capabilities.

New: They can run down a MCBR mostly because they can afford this
exotic a few turns before the Privs can afford it.

Your idea Eric will turn the game upside down in short order.
Speed itself is a weapon. How long have you been playing this game?
Why don't you understand this concept yet?
An inferior ship can take on a much stronger ship if the inferior ship
is
faster. It can then control when and if combat occurs.
If the stronger ship can suddendly become faster then all the tactics
of the inferior faster ship become useless as it looses the ability to
run
away from its persuit. This will have vast game implications way beyond
my ability to predict.
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