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Post by Lord Emperor on Dec 17, 2006 8:50:13 GMT
Now, let's do some maths together:
In one turn, you can produce 12 SHF from a L + S (built for 15 points). Let's say the refire rate of the torpedo is 1 minute (freakin' long for a torpedo!). In 5 minutes, you fire 60 torpedoes, which might be well able to disable a capship.
In one turn, I can produce 1 CL4 from a LS (build for 15 points). Let's say the refire rate of the hyperspace gun is 1 minute (freakin' fast for such a complicated weapon, I thought of it more like 5 minutes). In 5 minutes, I am able to punch 5 holes few meters wide in a 15km large capital ship, which, unless it hits some critical parts like bridge/engines/power core is nowhere near being able to destroy it.
If you want, I can give you more examples of stronger techs than that, which are even mountable on less than CL4.
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Post by Shard on Dec 17, 2006 12:06:01 GMT
GB.
Read.
The.
Damned.
Description.
NOWHERE does it say that Sentinels can move.
Like I said to Creator, I am NOT going to do a bit of renaming that will have zip effect on what it does.
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Post by Lord Emperor on Dec 17, 2006 12:15:00 GMT
To GB's defense, it says nowhere that they are stationary either. I have thought they could move too. If I can suggest something, add something like "A new generation of weapon platforms designed by the Bounty Hunters Guild..." to the description and you'll be fine.
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Post by Shard on Dec 17, 2006 12:21:39 GMT
Ahh, fair enough. Thought the fact that I'd taken out the fact that they were mobile in their description was enough.
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Post by Shard on Dec 17, 2006 15:37:10 GMT
NEW DEVELOPMENTS
Hyperthrust Reaction Module A sore point among Guild tacticians has always been the fact that the small fighters that often play an important role in battles are unable to move rapidly with the rest of the fleet unless docked with a large warship. The recent development of the Hyperthrust Reaction Module solves this problem; the Hyperthrust technology is miniaturised to the point where it can be placed on a small, agile vessel. This breakthrough in miniaturisation is mostly due to the use of Federation Superconductor circuitry to help control the spacial flux created. All Guild vessels may now use Hyperthrust. Comes into effect as of turn eighteen.
"Tazer" Sensor Flak Ever since their inception into the Guild navy, captains of Infester Assault Ships have complained about the relative fragility of their ships considering the close quarters they must move to to have full effect. The result was this modification of the Warhammer flak launcher; instead of producing damaging explosions, "Tazer" flak generates a wash of sensor nonsense that confuses guidance systems and hostile target locks, making it even harder than normal to hit a Guild ship on the offensive. Mounted on all CL class ships. Comes into effect as of turn eighteen.
"Shockwave" Dimensional Charge Originally designed to clear minefields, "Shockwaves" are unguided torpedoes programmed to detonate after travelling a certain distance. Instead of releasing normal explosives or energy pulses, Shockwaves actually crumple the fabric of space itself. This mimics the presence of a large mass near mines, causing them to detonate harmlessly. However, a side-effect of the Shockwave is the tremendous stress placed on lightly-armoured ships nearby; light fighters are often crippled or destroyed instantly, but anything above an SHF has strong enough armour to ignore the effect. Mounted on all CL class vessels except CL1s. Limited ammunition. Comes into effect as of turn eighteen.
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Post by Lord Emperor on Dec 18, 2006 2:21:01 GMT
Technology Breakthrough!
Trait: Hyperspace Technology: Hypernet
More advanced discoveries connected with the hyperspace have revealed an ultra-fast method of sending data using miniature hyperspace fluctuations. The disturbances in the hyperspace are only several nanometers large, therefore sending them even on large distances is fast and easy. Two machines connected via the so-caled "Hypernet" can communicate in real-time just as if they were physically connected to each other, even if they are light years apart.
Effect: Allows instaneous communication between all ships, bases, hypercomputers, etc. Used: Everywhere.
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Post by Shard on Dec 18, 2006 7:37:06 GMT
Work has begun on three new techs named the ARAKNID, SCORPIO and WIDOW...
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Post by thecreator on Dec 19, 2006 15:59:19 GMT
Shoudn't there be a limit to how many techs you can have? I mean spike is invetning 3 new ones every other day. Sooner or later you can have a tech for every single thing that can happen. So a limit with 15-20 techs?
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Post by Shard on Dec 19, 2006 17:53:07 GMT
I'm trying to slow it down - those last three won't turn up for a wee while. But you're right, some sort of limit would be good. A speed limit at least...
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Post by Lord Emperor on Dec 19, 2006 23:04:48 GMT
I'd say maybe one tech every two or three turns would be enough.
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Post by Gunblader on Dec 20, 2006 9:00:12 GMT
New Tech: Classified. Info being PMed to creator.
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