Talk:Ruins of Ancient Stars

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Tech Talk

Thanks for coming to my Tech Talk.

Proposal part 1

Adjustments to starting package

  • Every state gets 1 unique technology described with 1-2 lines (eg, a unique hull type, system, cool widget, etc etc)
  • Every state gets 2 random generic technologies (eg, a hull type gets +1 to an attribute, a +1 weapon, etc)
  • Starting labs are reduced to 5
  • Difficulty to roll a tech goes up by 1 after the first tech is rolled that turn
  • Dreamlands gets 1 random xenotech
  • Skunkworks gets 1 additional unique technology or 2 generic techs of a chosen field(s).
  • Allied states may not take Dreamland or Skunkworks
  • Small allied states do not come with a lab.
  • Large allied states come with 1 lab
  • No free tech trade, all trades cost at least 1 lab (maybe base 2?)

Proposal part 2

Traits give additional techs, of an appropriate flavor. Allied state traits do not grant a bonus tech.

  • People's Champion: 1 random civilian tech (generic)
  • War Machine: 1 random military tech (generic)
  • Star Patrol: ?
  • Admiralty: 1 random ship fitting tech (generic)
  • Fanatics: Thunder Warrior ground unit (unique)
  • Dreamlands: As above
  • Skunkworks: As above
  • Manticore: No bonus tech
  • Client States: No bonus tech
  • Mayflower Society: 1 random civilian tech (generic)
  • Murtox: No bonus tech
  • Population by Proxy: Teletrooper ground unit (unique)
  • Autarkist: 1 random civiian tech (generic)
  • Blackbeard 2525: Auxiliary Cruiser hull type (unique)
  • Cosmo Albania: Minelayer hull type (unique)

Ship Thinkings

  • Give capital ships 5 free PDL and 5 coilguns (5 x size 1 railguns that only go to short but always strike first)
  • Battleship missile clusters are tight and benefit from overlapping decoys and jamming; it takes twice as many PDL shots to down a missile fired from a battleship or equivalent. (size 5 or bigger launcher)