Lords of Ether (Beta Test Version)

Discussion in 'Lords of Ether - ***Archived***' started by IXJac, Jul 18, 2002.

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  1. FBH What is Project Zohar?

    I would like to join as a Trans-stellar.
    I also like the system the fact that your forces can run out of fuel is great. :)
  2. white_rabbit Shadow Cabal Fisherman

    Lots of numbers..its sad that I actually enjoy that...



    after reading the various incarnations....Im still not sure whether I can create a race of predatory Trans-Dee beasties...kinda like magical Tyranids, using the rules..

    For example....an infantry unit....superstrong and fast, with magical armour and weapons...what would that translate to ?
  3. Goomba Shirt Ripper!

    Finished.

    General Data
    Name: Salvadore
    Occupation: Gambler/Rogue
    Ht: 6'2" Wt: 185lbs (muscular build)
    Hair: dark brown Eyes: bright green

    Ether Skills:
    Mental-5
    Destruction-4

    Tech Skills:
    Engineering-5
    Physics/Math-5
    Chemistry-4
    Biology-3
    Psycology-3

    Misc. Skills
    Limited Martial Arts-basic self defense only (the biology skill used for anatomy and physiology knowledge)
    Gearhead-if its broke on his airship, he can fix it (Physics/Math, Engineering skils)
    Master Gambler-if its a game of chance, theres a 95%-99% chance he's played it, mastered it, and found a way to cheat at it. If his skills at the Games fail him, he loves it all the more (Math and Mental skills, as well as his Lucky advantage).
    Etherblaster-Salvadore's weapon of choice, a pair of powerful-yet-small Etherblasters in hip holsters underneath his jacket give him an even more mysterious appearance. Regular guns seem to bore him, although he is proficeient in their uses (Destruction and Physics skills).

    Vehicle:
    Modified Neo-Ferrari Manufactuerers Corvette-class Skyship Wild Card
    (Small Air Transport-class)
    -force Fields +1
    -semi powerful defensive weaponry +1
    -decent armor +1
    -extremely fast/manuverable +2
    -deep sky +1

    Special Equipment
    Etherblaster (two of them)-a Tech/Ether combo weapon (Destruction 3/Physics-Math 3). Large-ish pistols in appearance. Ammo is provided in small clips of vacumm-sealed modified ether. Each clip provides 40 shots, and can be recharged. Custom grip designed specifically for Salvadore. Always carries three clips on him, with another seven onboard the Wild Card. Extremely expensive, impressive, and showy.

    Armor Jacket-a specially tailored suit common for high-level government dignitaries or corporate leaders. Stylish design similar to a simple dark brown trench-coat. The material is of the same mould as thin kevlar in stopping power, as well as adding some small measure of insulation against Ether-based dangers. While it comes no where near to making one invincible, it can definately turn a good shot into a "close one".

    Advantages:
    Rainy Day Fund (for the Airship)
    5 sp's (80 Wealth, 20 Ether)

    Charsimatic: +1 sp
    -has a way with both words and people. Finds hustling people out of goods and money just as easy and enjoyable as flirting with women. Very handsome and mysterious looking. Somewhat a natural leader, if he ever cared to lead anyone.

    Lucky: +1 sp
    -simply put, the guy has the luck of the devil. It helps in his profession as a gambler, as well as getting his own hide out of trouble when anyone he just cheated gets wind of it.

    Bio:
    -Known thoughout the worlds only as Salvadore, this wandering gambler takes pride in his devil-may-care attitude towards life, women, and money. Naturally adept with the mental Ether discliplines, Salvadore is a master of reading his opponents mind and strategies, even capable of manipulating their actions to a point. As a rule, however, Salvadore never overtly uses this talent, if not out of moral reason than out of professional pride as a gambler and womanizer. When his parents died young, Salvadore was left with their airship and life savings. A quick study with machines, Salvadore upgraded the airship into a high-powered luxury liner that packs a small punch. With his youth, his love of chance, and the means to travel where and when he will, Salvadore set out across the worlds, making a name for himself with both his luck and his seemingly foolhardy, yet incredibly profitable, schemes.
    Some people have mistakened his almost careless attitude towards life for fatalism. But make no mistake, Salvadore loves life to the fullest, and the freedom he enjoys. Past all of that is a decent person who, in a pinch, will do the right thing...as long as there's money and excitement in it for him.
  4. Maloncanth Puella Cruising Submarine

    If an empire goes and spends 30 points for level 3 in engineering, how is it decided if he's starting with WWI tanks or MBTs?
  5. Fallen Angel Jaded Misanthrope

    [Q]Originally posted by Maloncanth
    If an empire goes and spends 30 points for level 3 in engineering, how is it decided if he's starting with WWI tanks or MBTs? [/Q]

    I think the commparasons were to give people asthetic concepts, not exact power levels.
  6. IXJac Moderator

    Actually that's determined by the actual points in that level.

    300 points is level 3, as is 350, and 399, but 350 stuff is rather more advanced than 300 stuff, and obviously 399 stuff is better than both 350 and 300.

    Now, how do you actually START with those numbers? Well, if you pay 30 SP into an Advancement Category you get level 3 at 300 points. If you pay 35 SP you get level 3 at 350 points.

    Simple enough.


    Also, if anyone has any questions about the game world and specific mechanics, go ahead and post them. Like "What exactly IS Ether and how do I collect it?" and "How does tech-sharing work?" and stuff like that.

    There's time to ask, since I still won't have the rules finalized for a few days.
  7. IXJac Moderator

    [Q]Originally posted by Goomba


    Vehicle:
    Small Airship
    -force Fields +1
    -semi powerful defensive weaponry +1
    -decent armor +1
    -extremely fast/manuverable +2

    This isn't completeled, as I am having a little trouble caluclating the total sp cost of the airship. I don't know if I have SP left, or if I'm in the red. If you could just point me in the right direction, I'd be happy :p
    [/Q]

    Sure. Well, firstly Chem 2 would be a bit of a necessity in building an airship - for the lifting gasses.

    Secondly, to calculate the cost of the airship, use the following calculations.

    Type: Small Airship 1 point per 25, or .04 for one
    Added Capabilities: +5
    Tech level: 4 (Pys 4 for the forcefield, Chem 2, Eng 2 for the ship itself. However, since you have 5 Added Capabilities, you need to raise the tech level to 5, which is easy enough), so tech level: 5

    Total cost 5.04 x 4 = 20 production points.

    Since 2 SP buy 20 production points, you're down by 2 SP.

    Upkeep would be negligeable - Wealth not an issue since you're the crew, .04 Industry a year and .12 Ether a year (1 for being powered, 1 for being very fast, and 1 assuming the lifting gas is Ether enhanced. 3 x .04=.12). Not even worth bothering with.


    Thirdly, you're WAY in the black overall. You've spent 23 SP in all. You have 27 left.
  8. Shrike First-class Gamillon

    [Q]Originally posted by IXJac
    Also, if anyone has any questions about the game world and specific mechanics, go ahead and post them. Like "What exactly IS Ether and how do I collect it?" and "How does tech-sharing work?" and stuff like that.[/Q]I was going to bring the Ether thing up... please elaborate.
  9. Theodosius Wanzerpilot

    Army:

    80,000 Basic Infantry (armored infantry, armed with assault rifles, bazookas, rocket launchers, and body armor Eng:3. Chem:3 (Highest tech=3, Value of 1 total=3) (cost: 12 army sp or 2.4 sp)

    20,000 Elite Infantry (full armor Samurai, armed with Light Sabers and Rocket rifles (think rifle firing a HE rocket) and full-body powered armor with re-genitive properties with fusion batteries. Eng:4; Chem:4; Phy:4) (Highest Tech=4, Value of 1 total=4)(cost=8 army so or 1.6 sp)

    500 Light Calvary (Mobile Forces, Armored Cars protected by Titanium Armor and armed with Machine guns) (Eng:3, Chem:3,)(Highest tech=3, Value of 1 total=1) (cost: 3 army sp or 0.6 sp)

    100 Light armor (Armor, Tanks protected by Steel armor and armed with Cannon and Machine guns.) (Eng:2, Chem:2,)(Highest tech=2, Value of 1 total=1) (cost: 2 army sp or 0.4 sp)

    500 GN4 (Scout)(Single engine jet plane, armed with missiles. Eng:3, Chem:3)(Highest tech=3, Value of 1, total=3)(cost: 3 army sp or 0.6 sp)

    50 Large Walking Samurai Armor (Advanced Armor, armed with Beam Rifle, Machine rifles, Beam Sabers, Light Katana’s, Beam Spears etc. Powered by Fusion reactor, with organic internal parts with Luna Titanium Armor Plates) (Eng:4, Chem:4, Phys4; Bio:4)(Highest tech=4, Value of 1 total=1) (cost: 4 army sp or 0.8 sp)

    20 Samurai Kengo Armor (Hyper Advanced Armor, armed with Beam Rifles, many different types of Samurai Melee weapons in the “Beam” or “Light” format (Same thing). Powered by Fusion reactor, with organic internal parts with Luna Titanium Armor “bones’ / Armor and Pilot connection system. Gundam level performance. Fusion Thrusters provide lift, and forcefields allow flying) (Eng:4, Chem:4, Phys4; Bio:4)(Highest tech=4, Value of 1 total=1) (cost: 8 army sp or 1.6 sp)

    1 Giant Mechanical Samurai (Armed with Beam Cannons, missiles, giant energy Katana, protected by Luna Titanium Armor, powered by Fusion reactor, shielded, Organic computer system, Pilot connection system. Fast. Really fast. Flys by Forcefields. Fusion Thrusters move it. Organic organism. *EVA* )
    Eng:4. Chem:4, Phy: 4, Bio:5; Psy: 4 (Highest tech=5, Value of 1 total=5) (cost: 5 army sp or 1 sp)

    Total Army Value: 57 (total allowed 55)
    Total Army Upkeep: 00 monetary units, 00 Ether

    Navy

    10 Land Battleships (Mobile Gun Fortress, armed Railguns, Beam Cannons and Missiles, flying using force fields and moving with Fusion Thrusters. Much like Land Battleships from “Big Wars”. Armored with Luna Titanium belt) (Eng:4, Chem:4, Phys;4)(Highest tech=4, Value of 1 total=1) (cost: 4 Navy sp or 0.8 sp)

    50 J-74 Space Interceptor (Heavy Fighter)(Twin engine jet plane, armed with missiles, beam cannons and railguns. Using forcefields to fly, powered by Fusion reactor. Eng:4, Chem:4, Phy:4)(Highest tech=4, Value of 1, total=4)(cost: 8 navy sp or 1.6 sp)

    Total Navy Value: 19 (total allowed 40)
    Total Navy Upkeep: 00 monetary units, 00 Ether
  10. Maloncanth Puella Cruising Submarine

    Now those would be good...if we didn't just get a new ruleset. :p
  11. Theodosius Wanzerpilot

    [Q]Originally posted by Maloncanth
    Now those would be good...if we didn't just get a new ruleset. :p [/Q]

    I know... *snif* i had it all balanced... :(
  12. IXJac Moderator

    But what exactly is Ether. Well, it’s a magical substance of low density but with great conductive properties, and when properly used can generate large amounts of energy. It permeates the universe, but most often takes physical form inside large, dense objects.

    On planets it tends to gather underground in concentrated areas called Nodes, from which it emerges as a greenish gas, or, more rarely an ultra-dense hardened solid like a glowing emerald (an Ether Geode - very valuable). In its gaseous state it can also be occasionally found in small quantities on the surface layers of large planets like gas giants or even stars (if you’re daring). It can also be found in very rich pockets within nebulas, though the danger of passing through a nebula tends to prevent making harvesting operations there routine affairs. The most powerful mages can also tap hidden “Ley Lines” that run across the universe and draw Ether out of, what appears to the uninitiated, to be thin air. Advanced sciences have also managed to redirect the flows of Ether into waiting Etheric battery cells.

    Over the past few thousand years, such procedures and magics have tended to pool Ether in a system around those worlds inhabited by Ether using societies. Usually the Ether in the rest of the solar system is thin, dispersed and irregular, and harvesting it more work than is profitable. Some systems and worlds however retain untapped reserves, but most will have to seek new, fallow ground to acquire more.

    Untapped reserves of Ether can be found in systems not so ravaged by continual harvesting processes, in the lair of magical creatures (who attract it), and in the occasional as yet undiscovered ley line or Node (which can appear in the strangest places).

    In its useable forms Ether takes many guises. Most technological Powers use it mixed with a liquid compound as the flammable Ethernol to fuel internal combustion engines, on in a more teporary state in charged batteries. Also Ether Geodes are used to power fission reactors. Magical societies tend to keep Ether stored in various receptacles and then temporarily infuse it using transmogrification or certain magical creatures or devices into various magical “reagents” when they need to move it (Wagon loads of caskets filled with Etheric gas are fine, but a bit bulky for a wizard to take adventuring with him).
  13. Lokan Nish Hayati

    I vote you make a page with all the info on it and update that as needed, so we don't have to fish through the thread itself looking for changes in the rules :D
  14. IXJac Moderator

    As to tech trading, the rules are designed to prevent the more advanced Powers from having all their stuff immediately adapted by lesser advanced states.

    Firstly, it has to be realized that reverse engineering only works if you can already build the device in question anyway. If you have Physics/Mathematics: 3 and some Corporation sells you a bunch of ZPE generators (Phys/Math:5) all you're going to accomplish by dissasembling them is to destroy a very expensive piece of equipment. The same applies for magic - mages guard the mechanics behind their magics very closely.

    There is a minimal level of research gain from being in general contact with a more advanced society, but for purposes of this game it's negligeable and overshadowed by normal research.

    However, you can institute formal cooperative advancement-exchanges. This can range from 1-5 additional Research a year, but cost ten times that amount in Wealth to maintain at minimum (added to this are any charges the other Power decides to include). An unscrupulous Power can use an exchange like this to feed you bogus info though, actually REDUCING your research, so be careful. Heroes can't offer Advancement exchanges (they just don't have the resources to instruct another Power), though they can receive them.

    There's also spying, which I'll detail once I've figured it out. . . :)


    Anyway, the easiest way to get more advanced stuff really is to buy it from someone willing to sell it. This is to give Trans-stellars (which can usually really focus and specialize in a few areas) a fair game.
  15. IXJac Moderator

    [Q]Originally posted by Lokan
    I vote you make a page with all the info on it and update that as needed, so we don't have to fish through the thread itself looking for changes in the rules :D [/Q]

    Well, I don't want to clutter the forum with LoE threads.

    This is just the trial thread after all, and once the actual game starts I'll post the final rules in a new Rules thread, and request this one be deleted to remove any confusion.

    I'd go through and change the old posts in this thread, but I'm lazy. :) The stuff on the bottom of the 2nd page is as current as it gets though - probably the final rules.
  16. Fallen Angel Jaded Misanthrope

    Two points... On page 2/3 you mentioned Technological units, but not Magical equivlants. Are you going to make a list of magic units too?

    Also I was thinking about some fantasmic air units, I wanted the general imput of the public. I'm under the assumption that Ether can be used to 'push' things around without the operator knowing Movement as the Ether is part of a technological device):

    Basic Air/Space Supermacy Technomagic (for lack of a better term)

    'Etheral Sphere' or 'Sphere': A clear double sphere that etheral enegeries flow between providinfg lift and thrust in varing amounts based on the size of the sphere and the amount of ether used. (This can be controled by the pilot, kinda like a F-14 jockey either using a low amount of fuel with afterburners turned to minium and wasting fuel with the afterburners at full). (Note: There is little waste in Etheral Spheres to account for normal fuel consumption.) (Movement: 3; Physics/Mathmatics: 4; Chemistry: 3; Engineering: 3)

    Craft can have one or two Spheres:

    One Sphere craft: The pilot sits inside the sphere in a one Sphere craft. Inside the 'cockpit', the Sphere looks like a purple tinted window although the color can be changed with a command. The sphere does double duty as Thrust and lift or there is a Etheral Thruster on the back of the craft providing additional multivectored thrust.

    Two Sphere craft: This is he way larger/heavier craft keep alloft.
    Irt usually keeps the pilotin the front sphere (there are no bombers or other overly large craft. The front sphere helps to act a alerions and flaps, maunuvering the craft for the most part (the thrust from the Thrusters CAN move arond 5 degrees from straight behindin any direction, but this is not a noticable effect unless one is a mechanic on so inclined. It is important however.)

    Addendum: Larger craft use wing mounted Thrusters in a wing underslung arrangement (ie like the B-52 engines). Simply Heaver craft would use higher powered Spheres (there are no such craft currently)

    Etheral Thrusters: These engines don't have a normal afterburner but charges a plate on the back that creates a magneticly contained enegry field or Magbottle. The Magbottle is filled with Ether in a state related to the Ether in a sphere. The Ether pushes agians't the inside of the Magbottle thus providing thrust from the magbottle itself. The plate can be directed 5 degrees in any direstion, but some are downright dangerous. (Movement: 3; Physics/Mathmatics: 4; Chemistry: 3; Engineering: 3)

    Air/Space supermacy units

    Etheral Fighter: A stubby yet manuvreable craft built around a Sphere and a two wing design with a structure to keep the Sphere on the craft. it has two weapons (to be dicided what type tho') on the wings pointed slightly towards the center. (normal configuration for fighters in RL)
  17. Shrike First-class Gamillon

    Updated rules look good so far. I'll post an updated nation tonight.
  18. Goomba Shirt Ripper!

    Another question for Hero units.

    Personal weaponry.

    If your hero is going to have a signature/favorite weapon, particular fighting style, what have you, since its going to be something extraordinary should it be included in the SP spending during the character creation phase under a miscellanious skills heading?

    For example, Ronin the Mercenary possesses an Etherblade (an Ether-powered lightsaber), and is a master in its techniques. Since this is a rare and potent weapon, the skill required to use it is great. On the other hand, the powers it grants to its weilder are vast and varied.

    Etherblade -1 sp
    Etherblade Mastery -1 sp


    It may need more cost for signature weapons, as since they are rare, the user would have to be skilled in its forging/repair, so other SP costs or pre-requisites may arise. Would something like that be acceptable too?
  19. IXJac Moderator

    [Q]Originally posted by Tainted Angel
    Two points... On page 2/3 you mentioned Technological units, but not Magical equivlants. Are you going to make a list of magic units too?
    [/Q]

    Yeah. I'm trying to make magic a bit different from just "technology with spells." The tech units were the easiest to make, so I did them fist to test the system. I'm working on the magic now. And will finish of with the final ruleset for technomagic (mostly the same, just some upkeep differences).

    Your Etheral sphere is cool, and shows the kind of imagination I'm hoping for in this game. By melding Movement 3 and Physics 4 (both of which can do the same thing as far as forcefields/tk are concerned) you have created a craft of potentially awesome speed and maneuverability. - it could take as many as seven Added Capabilities!
  20. IXJac Moderator

    [Q]Originally posted by Goomba
    Another question for Hero units.

    Personal weaponry.
    [/Q]

    Well, you would create your weaponry and its abilities from your various Advancement levels. They give an idea of what your equipment and powes can do. So for the etherblade to rip holes in space and open gateways to new worlds, you'd need Movement of at least 4. Or, if in was an near indestructible weapon capable of slicing through steel like paper, you'd need destruction of about 3, and so on.

    Once you have bought the Advancement levels, your personal weapon is just gravy - you've already paid for it by taking the Advancement levels. If you decide to take 20 Companions and equip them all with the same thing (essentially making 20 clones of your Hero), then perhaps I'd start assigning a cost, but otherwise, nah.

    I thought about setting aside SP to describe the character's level of skill with his equipment, but then thought that the whole concept of a Hero was that they were super skilled already, and so maybe it should just be taken "as read," and the specifics left up to players and gameplay.
  21. Shrike First-class Gamillon

    Comment: I've noticed that air forces tend to eat up points up very quickly, and naval ships are quite inexpensive. Two superfighters are as expensive as one cruiser, and a cruiser should be able to take whatever a pair of equal-tech fighters can throw at it. Is that just kind of a quirk of the system or is there something I'm missing? Warships should be expensive but extremely powerful on a per-unit basis (like modern navies).

    After all, you need to buy at least 10 F-22s to equal a single AEGIS cruiser in cost.

    Oh, and another thing.... if a ship cannot enter atmosphere (not if it wants to get back into space anyhow) does that allow me to take the negative 'space only' or do I have to add the modifier 're-entry capable' for my assault landers?

    Here's a couple of ship designs to show what I mean:

    Freighters, equipped with light weaponry and antigravity systems to make them assault ships - Acclamators. (not literally) Note they has 'space capable' as a modifier.
    10 Freighters (Light assault ships, fusion-driven, armed with beams and missiles and equipped with defensive fields and antigravity lifters; +1 weapons, +1 space-capable, +1 shields - Eng:4, Chem:4, Phys:4) (16 pp)

    Destroyers, generic battle units, incapable of flight into a gravity well. Note they have both 'space capable' and 'space only'.
    15 Medium warships (Destroyers, fusion-driven, designed for general battle roles, fusion-driven, armed with beams and missiles and equipped with defensive fields; +1 weapons, +1 space-capable, +1 shields, -1 space only - Eng:4, Chem:4, Phys:4) (36 pp)

    Now, is this wrong, and do I have to remove 'space only' from the destroyers and add 're-entry capable' to the assault ships, or can I leave them how they are?

    Or, alternatively, would ships simply be designated 'space only' and be assumed to have space-type movement systems automatically, freeing up another modification slot? I just think the flying star dreadnoughts should be better than a boring old wet navy battleship, but that's just me. ;)
  22. IXJac Moderator

    Good call.

    Actually its a flaw in the description text - a super fighter is actually way beyond a mere F-22/23. That's just a normal fighter with the Added Capability speed, stealth and manueverability.

    A super fighter is the kind of aircraft you see in anime busting capships left and right, like a Gundam or a Macross robo-fighter.


    However, I did mean to shift the capship figures a bit - there was too big a series of gaps in the centre that couldn't be made up with added capabilities. The numbers should look a bit more like this:

    [q]
    Patrol Warship: 1 point per 10
    These are things like brigs, sloops and corvettes. They usually have light gun armament, and are not particularly fast or tough.

    Small Warship: 1 point per 5
    Frigates from the age of sail, or modern destroyers fall into this category. These are ships that usually have a fair gun armament, and, if available, usually pack good missile armament as well. Later model ships of this Type often carry a couple or smaller aircraft.

    Cruiser: Value 1 point per 2
    Cruisers are larger ships with range, autonomy and a fair bit of firepower. They’re often the workhorse of a peaceful navy. They tend to have a mix of gun and missile weapons, preference usually towards the latter, but often dependant on tech era and the designers intent.

    Capital Ship: Value 2 points per 1
    Capital ships include Battleships, Battlecruisers and Carriers. These are the big guns of any fleet, and the centerpieces of the navy. They usually pack massive gun armaments, or facilities for multiple aircraft.

    Super Capital Ship: 5 points per 1
    These things are monsters. Battleships and carriers rolled into one, usually with a hefty portion of assault ship on the side. Small fleets in and of themselves. They cost as much to keep running too, so these ships are often kept mothballed and brought into service only for war.

    Mega Capital Ship: 25 points per 1
    This is for those people with serious issues of power, who wish to create things like fighting planetoids or mid-sized flying islands. Really, you’d be better of questing to salvage one rather than *build* it, but as you like. . .
    [/q]

    I'll go back and edit that into the military post on page two.
  23. Shrike First-class Gamillon

    And about all the space/atmosphere movement stuff? It's an integral part of the game, it should be crystal clear, with a specific list of the advantages and disadvantages one can take, or at least some very good guidelines.

    *grumbles about superfighters* I hate the whole 'let's blow up capships with a single fighter' thing. Capships should be far more powerful than a single fightercraft. But again, that's just me and my capship-centric view of things. Whatever. ;)
  24. IXJac Moderator

    [Q]Originally posted by Shrike
    And about all the space/atmosphere movement stuff? It's an integral part of the game, it should be crystal clear, with a specific list of the advantages and disadvantages one can take, or at least some very good guidelines.
    [/Q]

    Yeah, true. I should probably have a demo fleet too, like the demo army.

    Lets see. As to space and atmosphere capability, a lot depends on the ship in question and its tech level. A destroyer powered by rockets is going to be a dead stick in atmosphere without massive boosters and special design - an atmosphere capable battleship powered by rockets an utter impossibility without magical assistance.

    So a space only Destroyer at level 3 would look something like this:
    Added Capabilities: +1 rocket drive, +1 extra armour, +1 extra missiles.

    While one capable of space and sky would look a bit more like this.
    Added Capabilities: +2 extra rocket drive, + 1 atmospheric design

    However, a ship driven by force fields (level 4) would be as capable of sailing through space as it would be through the atmosphere with no need of added advantages.

    How to work that though? Force field and advanced rocket tech are the same level, but that seems to make force fields fvastly more capable. Well, we could make force field driven ships a lot slower than fusion drive powered ones until level 5 tech kicks in.

    So a level 4 tech destroyer for atmospheric and space use might look like this:
    Added Capability: +1 force field drive, +1 shields, +1 sensors, +1 missiles

    OR like this:

    Added Capability: +1 fusion drive, +1 atmospheric design, +1 sensors, +1 missiles.

    Using fusion rockets, the second design still needs to be aerodynamic (it can't just float about) but it will be a much faster ship, if lacking shields. Of course it would be best to use both force fields AND fusion drives.
  25. IXJac Moderator

    Oh, and I changed the cost for super fighters. Now 1 point per 5. I noticed that advanced armour were already 1 point per 10, and its not a great stretch to modify those of space use, creating your normal "mobile suit."


    If you don't like fighters, and your neigbours are going all out on them, just put AEGIS on all your ships - a +2 pt combined Added Capability - 1 point for the weapons, and one for the controlling system.
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