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Post by Gunblader on Nov 21, 2006 7:33:34 GMT
This is where you post your techs.
Banned Technologies:
1. Anything that has to do with jumping from system to system without the use of a jumpgate or jumphole. IE- Jumpdrives, Stardrives, Hyperdrives, Jump Hole Creators, etc.
2. No overly powerfull Cloaks or cloak detectors. Docking, jumping to another system, or fighting automatically deactivates the cloak.
3. Any method of locking or destablizing jump gates or jumpholes.
4. Any weapon that can destroy large capital ships in one hit.
5. Any weapon that can destroy a planet. (No Death Stars! )
6. Any other weapon deemed too powerful by the judge or admin.
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Post by Hawk Of Prey on Nov 22, 2006 4:17:22 GMT
Plasma Lance: Uses magnetic fields to shape plasma under high pressure, before releasing it and guiding it to the target at extreme speed. Very accurate and deadly, and comes in three flavours; Light, Medium, and the all-mighty Heavy. Refire rates are relatively high, due to extensive testing and field experience.
Phased Energy Array (PhasE Array) (Yes, you guessed right. Star Trek FTW!): Built by the Kusari Military Labs, the Phased Energy Array, or PhasE Array, is one of the newest weapons of the Kusari. Firing a beam of energy to literally slice armour and hull, this is one nasty piece of work. Unfortunately, the refire rate for the PhasE Arrays is relatively low, due to inefficient recharge equipment. This problem is being worked on.
SunBeam Cannon: The SunBeam Cannon is the ultimate weapon of Kusari. By taking extremely hot, extremely high radiation plasma from a fusion reaction, placing it under high pressure, and creating a magnetic tube for it to travel through, the SunBeam Cannon can literally burn through and melt enemy warships. Unfortunately, this weapon has a prohibitive refire rate.
Hakaisha Cannon: The newest in anti-capital technology for fighter craft, the Hakaisha Cannon uses experimental, and highly expensive, quantum energy technology to fire a contained ball of exotic energy, which explodes on impact. The blast is estimated to be approximately 1.5 times the blast power of a matter/anti-matter reaction.
Classified Armour Composite: Using a mixture of materials, such as Iron, Titanium, Molybdenum etc., Kusari Military Labs has constructed a new Armour Composite, which is far stronger than standard hull plating and partially resistant to radiation, including EMP spikes. Currently only mounted on the BladeBorn line of ships, the Military Labs are looking at outfitting more ships with the composite.
Shadow Cloaking Device: A new device built by KML, the Shadow Cloaking Device, or SCD, is currently only used for the extremely limited numbers of Drake MkIV Spy Fighters used by Kusari Recon & Infiltration Operatives. Improvements and adaptions are underway for the remainder of the Kusari Fighter Fleet.
More later...
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Post by thecreator on Nov 24, 2006 16:52:26 GMT
LIBERTY TECH DATABASE:
Cloak: The smaller capital ships (CL1 and under) are equipped with cloak so is all the fighters.
Higly adv. cloaked sensor bouys: Planted by a ship these small structures has a onboard computer that records everything that happends and a higly adv. cloaking system making it completly invisible from sensors. But it can be detected with visual. Since it is so small its not likly to be detected by visual.
Ship AI:
If necessery all of Liberty's ships can turn on the AI and let hit control the ship so they can save themselfs.
Self Destruct:
As a last resort the Captain of the ship can blow up his ship killing him and hopefully his enemies.
Weapon Platform:
These powerful structures are equipped with missiles, guns,turrets and shields . They are usually located at key positions and jump holes.
Shatter Missiles:
These missiles carry a payload of thousands of tiny metal fragments, not deined to do damage but to overload the shields of enemy ships by sheer numbers of impacts.
Overlord Cannon:
A huge cannon that is mounted on the CL4 class ships. This baby can pretty much one shot any fighter and if it is lucky it can one shot a SS. A long beam which doesn't stop after hitting something unless that target was not destroyed. (Imagine 10 fighters ina row with a ls behind, the cannon would destroy the fighters but would not harm anything behind the LS)
Presidential Torpedo:
A very damaging torpedo used against capital ships.
EMP Missiles:
These missiles can be fired from any ship, upon impact they release an EMP charge 100 meters in diamater. Fighters would be disabled for a few seconds and Capital ship systems might overload or go offline.
EMP mines:
These mines when released will cripple all known fighters on impact, the mines overloads all navigation and sensor systems onboard allowing ships to get away or get a clear shot on the enemy.
Anti-Fighter mines:
These function more like small platforms that are equipped with cruise disruptors and small mines with engines. Once disruptors are launched the mines are erleased and they auto-lock on the nearest fighter.
Regenerative Shielding:
All of Liberty's ships have been outiftted with this new technology, the shield when brought down by an EMP weapon will reconfigure the shields and restoring them to full power. The EMP charges will then have to be reconfigured to have any effect on the ship again since the Regenerative shielding also makes the shield immune to the signature emitted by EMP's. It does however have a long recharge time
Antimatter mines:
One of the most destructive mines in existence these babies pack enough punch to blow a large hole in the side of a battleship. They use small engines to propel them onto nearby ships were they then attach themselves to the hull. If more then 4 mines are detonated at a battleship, that ship will either be destroyed or severely crippled. All capital ships (SS and up) are equipped with these mines.
S armor:
This newly designed armor has been mounted on all of Libertys ships. It is three times as strong as the armor the Liberty Navy used before. An agreement was made with the Miner's Guild for a certain metal that is instrumental in the creation of the S armor.
Regenerative field:
This field disables the use of cloak in its radius. It works on the principle that the nuetronium in the cloak is meffised and the protons in the sourronding area are magnetized and emit a radiaitons frequency and yada yada. These fields are emmited by small scanners.
More will follow
Galactic patent on Fields, the mines, weapon platforms, S armors, Regenerative Shielding, the missiles, the torpedo, the cloaked sensor bouys too and the Overlord.
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Post by Shard on Nov 27, 2006 19:46:55 GMT
GUILD TECH DATABASE - CLASSIFIED INFORMATION General Guild tech notes: the rapid advancement of Guild technology has puzzled and worried enemies and allies alike. Some suggest the use of reverse-engineered Nomad weaponry, others intimate Dom Kavash texts. Others still suggest that there are remnants of a third race in Sirius. Whatever the source, Guild ships are fast, agile, powerful and startlingly tough. However, they have huge power requirements; power plants can take up up to a third of a ship's mass. While these are active, Guild ships are nightmarish opponents.
ARC lances: The standard weapons of the Guild, ARC stands for Advanced Reaction Cooling. Effectively, the particle accelerators spit out protons (or anti-protons, on the larger vessels) at near light-speed with sufficient volume to become a coherant beam. They do tremendous damage, and are technology available to most of Sirius. However, they generate a lot of heat, and most designs require a refire rate of one shot every ten seconds. The addition of ARC systems cut down the slow refire rate to one blast every second. Slow firing compared to most weapons, but the high skill levels of the Guild pilots make them devastating against most targets, especially in the larger variants.
SCORPEON cannon: Single COil Resonance Positron Emission OrdNance cannons have replaced conventional torpedoes in most of the Guild. The strange energy fields created by the weapons prevent the positrons emitted from reacting with the target, saturating it with anti-matter. When the beam deactivates, the energy field collapses and the anti-matter pulses outwards, doing huge damage. The high power requirements and need to remain almost stationary renders it useless against fighters, but it is lethal against warships. Four different variants, or 'tiers' are used, ranging from the fighter and turret TI, which is primarily used to destroy individual systems, to the TIV, which is five kilometres long and could theoretically vaporise a fighter with a millisecond of exposure, should it pass through the beam. Against armoued capital ships, it can tear through armour like paper and do tremendous damage; one shot can rip light gunships apart, while cruisers are often crippled. Of course, this sort of firepower comes at a refire rate of nearly twenty seconds between bursts, and a maximum of ten second sustained shots. Most of the Guild's opponents sincerely wish it was more...
'Hammer' missile pod: A 'first strike' weapon designed to rapidly even odds, the 'Hammer' pod contains thirty small missiles, with even numbers of explosive and EMP warheads. When fired, the entire salvo is unleashed at the target. Although individually they do little damage and lack decent guidance systems, the saturation effect and wide blast radius can eradicate light fighter wings with ease and do a lot of damage against even VHFs.
'Warhammer' flak launcher: Using the same technology as the 'Hammer' pods, Warhammers spit out missiles from large ammo supplies. They are used to great effect by Ravager destroyers, but larger ships often simply create flak screens that are extremely risky for fighters to enter. Useless against capships due to low yeild, but the launchers fire ten missiles per second. Ammunition can be an issue on smaller ships.
'Maul' Torpedo pod: The torpedo has not been completely abandoned by the Guild. Using the same concept as the 'Hammer', Mauls spit out volleys of torpedos at high velocity. The torpedoes have no guidance and are almost undetectable, meaning that they are often used as an artillery weapon. Although they inflict relatively little damage, they provide a lot of instant effect compared to the slow SCORPEONs.
Penetrator torpedo: The only conventional torpedo in the Guild. Useless against shielded targets, the Penetrator's energy field and sharp nosecone slice into target hulls until they come to a halt. When the weapon's sensors detect this, it detonates. Although technically an EMP warhead, the small nuclear charge needed does a lot of damage quite aside from the system damage; most ships' radiation defences start and stop at the armour. Often used to disable guns to allow safe SCORPEON strikes.
Infester pod: single-shot missiles with a deadly cargo, mounted on all CL-model warships. When the target's shields are down, Infester pods are fired out at high velocity, slamming into the hull. Short-range plasma cutters rip through the armour and flood the area within with nerve gas as a first strike. Specially trained soldiers with gas-resistent suits follow and attempt to either capture or cripple the ship. On the Infester, Resurrection and War Empress vessels, the cargo is even more dangerous; the dark secret of the organisation at the heart of the Guild joins the soldiers... (RP note: more info will turn up on said 'secret' when necessary. Don't tell them, Empy!)
Hyperthrust Reaction Chamber: Another mysterious development. All Guild warships and fighters mount these additions to their engines, replacing cruise engines. While activating 'hypercruise', Guild ships are very vulnerable due to the huge power drain. It also takes a long time. When active, however, the ship punches through some of the barriers of reality and accelerates to Trade Lane velocities. While it cannot change course, it is almost immune to attack and requires little energy to maintain. The ultimate ambush tool.
Refractive Shielding: While the Guild experimented with (and continue to research) cloaking technology, this alternative method of stealth took precendence. Effectively, the ship's shields are modified to become translucent instead of transparent, then shifted through energy spectrum until light is refracted around the hull. The result is to effectively render the ship virtually invisible to the naked eye. It is not as effective as a cloaking device, as it is still possible to target Guild ships using sensors, and views of objects 'through' the Guild vessel is badly distorted. As an interesting side-effect of the shielding, sensor size is rendered smaller than reality - there have been instances where entire fleets have appeared to be a few scout wings, to the great horror of the Guild's opponents. The refractive properties also makes the Guild nearly immune to laser-based weapons.
RAA: Regenerative Ablative Armour is the key to Guild warships' amazing resilience. Using next-generation nanotechnology, damage to the outer ablative armour is repaired in seconds; the time taken to fully regenerate a layer of armour being approximately fifteen seconds. The ablative armour itself is designed to wholly absorb incoming fire. The result has terrifying implications - low damage, rapid fire weapons lack the punch to make a severe dent in the armour, allowing it to be repaired rapidly. Similarly, high damage, slow firing weapons cannot refire quick enough to take advantage of gaps in the armour. The technology of damage control on this scale is still in its infancy, and the control chips responsible are slow. Hence, it is possible to penetrate to the lower, conventional armour below through coordinated fire to catch the ship at its weakest. Nevertheless, it is one of the most tactically irritating defences in Sirius. The Guild's heavy reliance on this technology, which is installed on all ships except Drone LFs and Warrior HFs, allows them to fit relatively little armour and still have the resilience of better protected ships, while being more agile as a result of the lighter design. The only problem with RAA is its limited resources; many larger Guild ships are forced harvest the wreckage of their fallen opponents to manufacture into more nanobots, while extended fighter patrols are at great risk.
NEW DEVELOPMENTS Sensor Distortion Matrix: The other half of the Guild's stealth tactics. Refractive shielding was originally developed as a tactical combat weapon, but with the profusion of cloaking technology through the colonies, the Guild created a supplementary device. Refractive shielding effectively renders a ship invisible to the naked eye apart from a few visual anomalies. The SDM does the same for sensors. Used in combination, the Guild has an ability to cloak that matches that of the other major factions. Unfortunately, the random energy spikes required to curve sensor beams around the hull prevents many other ship operations from occurring, not least weapons fire. Hyperthrust is still utilisable. SDMs are mounted on all Guild vessels and will be refitted onto Bretonian designs.
IFF Minefield: When it came to the attention of the Guild that a not insignificant Outcast battlefleet was managing to slip through the fingers of those searching for it, the R&D division came up with these. Placed around jump holes and jump gates in Guild territory, they home in on anomalous mass signatures and detonate unless a specific signal is received. Unwilling to risk major accidents, the Guild made the mines use EMP warheads that are powerful enough to disable a fighter and severaly cripple a gunship, while doing little real damage. As a result, the worst that can happen to an ally too slow on the transmission is great inconvenience.
Sensor Web: Based on Bretonian Standard Scanners, Sensor Webs are mounted on all Guild bases and all CL warships (Bretonia included). With a range of 40km, it becomes very hard to sneak up on a Guild vessel unless you are cloaked. Range is severely reduced if the SDM is active to 15km.
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Post by thecreator on Nov 27, 2006 21:30:29 GMT
RAA: Regenerative Ablative Armour is the key to Guild warships' amazing resilience. Using next-generation nanotechnology, damage to the outer ablative armour is repaired in milliseconds. The ablative armour itself is designed to wholly absorb incoming fire. The result has terrifying implications - low damage, rapid fire weapons lack the punch to make a severe dent in the armour, allowing it to be repaired rapidly. Similarly, high damage, slow firing weapons cannot refire quick enough to take advantage of gaps in the armour. The Guild's heavy reliance on this technology, which is installed on all ships except Drone LFs and Warrior HFs, allows them to fit relatively little armour and still have the resilience of better protected ships, while being more agile as a result of the lighter design. The only problem with RAA is its limited resources; many larger Guild ships are forced harvest the wreckage of their fallen opponents to manufacture into more nanobots, while extended fighter patrols are at great risk.
This so has a GOD warning on it. Armor that practically can not be destroyed?
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Post by Shard on Nov 27, 2006 22:24:01 GMT
The thing is, RAA is bloody tough to get through, but if you hammer it with enough EMP, it'll begin to slow. Or alternatively, just shoot it until they run out of nanobots. If you can get enough firepower focused on one at a time, you'll kill it.
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Post by Lord Emperor on Nov 27, 2006 22:41:42 GMT
I too think it can be too powerful. Either you have so much strenght to destroy a ship in a single hit, in which case you are probably wasting ammo on too weak targets, or you have to shoot it until the RAA goes down, which can extend the ship's life several times if I understand it correctly.
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Post by thecreator on Nov 27, 2006 22:45:32 GMT
I am alsoa bit concerned about the huge gun on your CL4's spiketail. I thought that all weapons that were capable of destroying ANY ship in one hit were off limits?
OK sorry just read the top post, large capital ships. But is that CL1 and up? or is it SS and up? I mean I got some pretty large ships, the smallest Capital being 700 meters I think.
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Post by Lord Emperor on Nov 27, 2006 23:00:02 GMT
If you read carefully, it needs to charge for a long while before shooting, and the ship needs to remain stationary. So you have lots of time to either move your ships away from the firing line or to destroy or disable the Empress. (well, that was SO easy to say...)
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Post by Gunblader on Nov 28, 2006 4:20:16 GMT
*envoking ADmin powers*
Two things: Your armor has to have a slower repair time. Otherwise, it'll be a God tech.
Your big gun has to go OR be scaled down, I said very clearly no Weapons can tak down large capital ships in one shot.
No arguing. I'm very much an ass when it comes to techs, cause I have reason to be.(Creator knows why. CYOF 4)
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Post by Shard on Nov 28, 2006 6:54:45 GMT
Fairy snuff. I didn't think that the SCORPEON TIV was OTT at the time, but I can see your point of view. As for RAA regeneration time, that was kind of tossed out.
Just keep in mind the big weakness that I've built into Guild ships, which is their ludicrous power demands; hit them with enough EMP and they'll start dying quickly.
It's funny, actually; the ones I thought people would moan about were the Hyperthrust and Refractive Shielding...
*edited*
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Post by Gunblader on Nov 28, 2006 7:05:41 GMT
Minimum recharge time for RAA is 15 seconds.
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Post by Gunblader on Nov 28, 2006 7:29:32 GMT
Fighter techs:
Recon equipment- This equipment goes on the Dagger mk2, for stealth and recon missions. It consists of jamming technology, advanced senors, cloaking detection equiment and other things. Because of this the Dagger is only able to mount 2 Cannons and 1 missle launcher.
Dragoon Mk 7- This Cannon was of Lane Hacker technology, but when they were absorbed into the Outcasts, it was revised over and over again until it was to the Dons liking. Range of 700 m, refire rate of 7.56 shots a second. Mounted on all Fighters.
Paralizer MK4 missle- This EMP missle is mounted on all fighter craft. This missle Causes shield overload in 3 hits and upon 2 more hits, overloads the engine and weapons systems, causing the enemy fighter to come to a stand still. HFs have 2 of these, VHFs 4, SHFs 6. Each laucher has 5 torps
Cardmine Torpedo- This torpedo is carried by VHFs and SHFs. This torp causes no real damage, but what it does is far more damaging than any weapon. When the shields of a ship are down, this torpedo is launched towards a ship. Upon impact, it tears a hole in the hull, and floods the immediate area with Cardmine gas. If enough torpedos hit, the gas gets sucked into the air vents, spreading the entire ship with cardmine gas. Anyone who inhales the gas is immediatly addicted to it, thus, they either start using cardmine very quickly, or they die from withdrawl. 1 launcher on VHFs and SHFs. 25 torps per launcher.
Cyinide Torpedo- Same module as the Cardimine torpedo, but its payload is more deadly. The gas in this torp kills all who inhale instantly. 1 launcher on VHFs and SHFs. 25 torps per launcher.
Outcast Fighter Shields- Capable of taking big amounts of damage before being brought down. Recharge rate 30 seconds.
Capital ship techs:
Outcast Capital shield: A big beefed up version of the Outcast fighter shield. Harder to take down without EMP alone.
Dark Matter Fusion Cruise missile- A cruse missle that gets its highly effective payload from Nuclear Fusion and Dark matter, this missle is used against bases, shipyards, and capital ships. The missle is launced from a CL1- CL4. The missle is moderatley fast and is vunearable to fire. Deals very heavy damage to whatever it hits. CL1 carry 4 of these, CL2s 8, CL3s 12, CL4s 20
Wyrm MK 4 Capital Turbolaser Cannon- This is the standard Outcast anticapital weapon. Its good for pounding ships, bringing moderate damage to the hull. It boasts reasonable range of 2.3 km and a refire rate of 3 shots a second. Very ineffective at shooting fighters, although if one did hit, it would destroy it. Small support ships have 50 of these, Large support ships 70, CL1s 100, CL2s 150, CL3s 200, CL4s 250
Kraken MK 4 Capital EMP Cannon- This is the shield buster of the Outcasts. Bringing moderate damage to the shields, it has an added side effect, it can disable ships. It boasts reasonable range of 2.1 km and a refire rate of 3 shots a second. Very ineffective at shooting fighters. Small support ships have 10 of these, Large support ships 20, CL1s 40, CL2s 45, CL3s 50, CL4s 55
Ruiz Capital Flak Cannon- This is the Fly swatter. These fast tracking turrets target Fighters only. Wouldn't scratch a capital ships paint. Range on 1 Km, and refire rate 9 shots a second. Small support ships have 150 of these, Large support ships 170, CL1s 200, CL2s 350, CL3s 400, CL4s 950
Retribution Lance- This beam fires for 1 minute and has a recharge rate of 2 minutes. Only equipable on Conquistador Warships and on Hispania Class Star Dreadnought. It fires a beam that causes devasting effects on shields. If it reaches an unshielded ship, it causes massive damage. Fighters and Small support ships are utterly destroyed in this beam. CL3s have 20, and CL4s 60
Capital Lance Cannon- This is the main cannon. Availible to all support and capital ships. The blast lasts for 20 seconds and takes 1 minute to reload. Expect moderate damage to shields and heavy damage to hulls of capital and support ships. Decimates fighters if they're in the beam. Small support ships have 1 of these, Large support ships 3, CL1s 10, CL2s 25, CL3s 40, CL4s 65
BAKE(Big Ass Kinectic Energy) Cannon- This is a double barreled gun. It fires large rounds of Charged Plasma rounds and large Ionized Uranium Slugs(Think MAC from halo, though slightly smaller) at very high speeds to inflict massive damage on ships. Only two are mounted on Hispania Class Star Dreadnoughts.
BAST(Big Ass Spear Torpedo)-This Torp is little more than a big metal spear. This spear is 15km long and is attached to the bottom of a Hispania Class Star Dreadnought. Once fired,this spear is propelled through space at hight speeds due to the 100+ engines on it. It doesn't stop accelerating till all the fuel runs out. If anything is in its way, this spear goes through it, damaging the ship, but lining the ship up on it, like a shich ka bob, effectivly moving the ships out of battle. This is only equipped on Hispania Class Dreadnoughts, and only one is equipped.
Other:
Cardmine- This is the Outcasts main export. This drug has been the Outcasts gift and curse. It entends life by at least 60%. But since the body builds no immunity to it, you never no when the withdraw and thats bad, since the withdraw kills you. It changes your DNA and makes it so your body cant operate with out it. Once you inhale it, keep dosing yourself, or you're dead.
Cardamine Siege Mass Driver- Placed aboard every ship above SS, this cannon will launch a 5-ton package of Cardamine at a population center. The resulting impact will shoot pure Cardamine into the atmosphere causing people in a 5 kilometer diameter to inhale the drug. This will subsequently make that area fall into a Cardamine addiction and/or die from overdose.
Sensor suite, type 12: Basicly put, if you're within 5 K of a Outcast ship, and not cloaked, you're gonna get spotted.
Cloak- This cloak makes the ship invisible and takes 5 seconds to cloak, shields being down in order to cloak and coming back on when cloaked. Mounted on all ships.
Advanced Cloak: Enables a ship to become invisible, without waiting to activate. Much more difficult to detect. Mounted on all Capital ships.
Sensor Jammers: These little devices Jam sensors in a 10 km radius.
A.I.'s: Devoloped 2 years ago and are still in thier infacy the A.I.'s help manage point defence, piloting , , system management of capital ships, battle calculations, as well as having all availible history concerning man and can tackle any computer system as well as temporarily taking control of the ship
Holographic control system/touchpanel controls: This is a recent revelation of the Outcasts, allowing their ships to multitask at their tasks of both science and exploration, and the complete domination of sirus. They can be re-configured to suit any taste, and have been optimized for optimal response time. The displays are now 3-d, allowing for maxium data desnsity. The system also makes a nice tactical display simulation hologram.
Personell Voice Recognition Systems - When issued with an attack vessell throughout the classes, the individual in command of the ship can control a vessell with their voice. Effectively an anti theft system.
Sniper Probe: A spy probe that will record audio and visual happenings wherever it is placed, with live feed back to the Outcasts. It is rigged with explosives and designed to self-destruct upon immediate contact with anything larger than asteroid chunks. In the past 70 years, countless numbers of these have been lauched from Outcast and former Hacker, Rogue, GC, and Junker bases.
Outcast windcrow. A device that when in battle will select enemy opponents and transmit a high, whining cry over the intercoms, distracting enemy opponents from the battle ahead.
Orbital defence stations: Defends bases and Planets. About the size of a Barcelona Assult ship, these stations are armed with Flak Cannons, EMP Cannons, and Turblasers.
Weapon Platforms: These unmanned stations are armed with Flak Cannons, EMP Cannons, and Turblasers. Placed around Jumpholes and gates to attack ships as soon as they enter.
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Post by Lord Emperor on Nov 28, 2006 7:57:11 GMT
Are cloak detectors allowed? Then everyone can just mount one and all cloaks will be useless...
Also, the Cardamine/Cyanide weapons are pretty sure able to disable (even if not destroy) any ship in a single hit.
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Post by Gunblader on Nov 28, 2006 8:03:41 GMT
I know, easy to capture Seriously, the cyinide torp is meant to kill crew members. Nothing is in the rules about it, and I copied them from the CYOF message boards. You were allowed to disable ships in CYOF 4 and capture them. This game is based on CYOF 4 and its rules. I can give examples if you like. THe Cardmine torp is merely for manipulation. Surrender and I'll give you cardmine or keep fighting and die from withdraw. Its really simple. I has the same effects as it had in the video game. But yes you are allowed to disble ships and capture them. The torps don't disable cap ships in one hit, it would take me 50+ toprs to fully kill all the crew members on the ship. And when have I cared about conserving life? And yes cloak detectors are allowed, they were in CYOF 4.
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