Obscure Technology Ideas

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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Skaro
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#61 Post by Skaro »

marhawkman wrote:I take it the spore thing would be completely useless against a ship made of energy?
Yep, the spores wouldn't do a damm thing.

Now this on the other hand would:


Energy distorter

A weapon primarily targeted at energy based constructs/areas. Shields and energy based structures are weakend or even completely destroyed. Ships without either of these are unaffected.
A sucking chest wound is Nature's way of telling you to slow down. --Murphy's war laws

marhawkman
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#62 Post by marhawkman »

Shield Drones
small fighter-like craft that intercept enemy attacks to protect the main ship.
Computer programming is fun.

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utilae
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#63 Post by utilae »

@Shield Drones
Good. May have potential.

Rasp Beam
A beam is fired at a single target causing 50 damage. If targets shields remain after impact, targets shields drop completely and cannot recharge for the next five turns. Upon this affect, an extra 250 damage occurs to the ships hull.
Last edited by utilae on Fri May 18, 2007 10:04 am, edited 1 time in total.

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Skaro
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#64 Post by Skaro »

Shield sapper

A weapon purely designed to drain shields, although it won't do any damage to hulls.


Adaptive weapons
A mid to late game weapon, this weapon adapts to a certain enemy to do more damage. However it takes a couple of shots to probe the enemies defenses.

This weapon is only suited to fire upon one type of ship configuration. The weapon needs to reconfigure itself again once it comes up against a ship of a different configuration. This weapon is very useful against enemies who only deploy a few types of ship designs.


Tactical center
A module best installed on a flagship, it gives all the friendly/allied ships in the battle a bonus during combat. This bonus will be negated once the tactical center gets destroyed.


Repair facilities/systems
Best paired with repair drones, these facilities work outside of combat. They allow ships to be repaired after battle when there is no friendly shipyard nearby. The rate of repair is dependant on the number of ships with repair facilities and other repair bonusses.
A sucking chest wound is Nature's way of telling you to slow down. --Murphy's war laws

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utilae
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#65 Post by utilae »

Life Shield
This device only works for organic ships.
All ships equiped with the Life Shield have all their structure, armour and shields shared in a unified pool. Any damage received by any ship is distributed evenly to all ships with life shields. Effectively, all ships will die at the same time, if the enemy can achieve this.

marhawkman
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#66 Post by marhawkman »

Hyper buster
energy ships only
Allows the ship to draw power from allied ships to fire a massive beam attack.

Basically other types of ship simply can't process that much energy so quickly.
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utilae
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#67 Post by utilae »

That's it! I'm gonna stop your fleet of energy ships.

Energy Sink
At a player specified point a singularity is created x radius wide. All ships of type energy are forcibly moved 1 unit closer to the singularity per combat turn. Ships in the singularity have their shields fail immediately and there structure damaged at a rate of 50% per combat turn.

Drain Beam
When this beam weapon is targeted on an energy ship, the energy ship looses 50% shields, 50% power and the firing ship gains 50% shields and 50% power.

Energy/Matter Conversion Missile
Upon impact to a group of energy ships, there shields fail immediately and there type changes from 'energy' to 'metal'. There shields may not recharge for 2 combat turns.

Miner Drones
Upon release, the minor drones (similar to a group of fighters) head torwards enemy ships and latch on. Upon encountering shields they detonate dropping shields by 50%. Upon latching on (if there are no shields) they do 50 damage per combat turn to the enemy ships structure ignoring armour. +50 Minerals are transported by subspace teleporter to allied ships within range per combat turn.

marhawkman
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#68 Post by marhawkman »

Erm... I don't think weapons that do damage as a percent will make the final game. :p

Time for new ideas: Hyper ships!
these ships are partially composed of the energy of hyperspace. Since the outside of the ship is made of this form of energy it is neither Armor, nor Shield, but a mixture of the two. Thus it will be affected by things that work on either one. The upside is that the hull cannot be peirced except by things that can peirce both. Also the hull recharges the same as shielding.

all I can think of that would really make sense to be restricted to this type of vessel:

Burst Charger
Allows the vessel to engage it's engines in combat for short range hyperspace jumps. When the ship reemerges from hyperspace it creates a shock wave that damages nearby vessels.
Computer programming is fun.

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#69 Post by Rockstone »

Stellar Harvesting: Harvest the power of a star, become a class 2 civilization.
(prerequisite for galactic harvesting, stellar destroyer)
Stellar Destroyer: Discover the ability to destroy a star (prerequisite for stellar creator)
Stellar creator: Discover the ability to create a star.
Gravitational thrusters: Change the amount of gravity at a given area.
Master of orion 3 rules. (a pause) Why are you guys getting tomatoes out?

marhawkman
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#70 Post by marhawkman »

um, this thread is about combat technology.

since I posted.....

Subspace distortion drive
This is a drive system that submerges the ship in hyperspace while active. While submerged the ship can move normally, but cannot be detected my normal sensors.

this technology cannot be used on bio ships due to the radiation shielding that is required to use it.
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utilae
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#71 Post by utilae »

Who said?

It is "obscure technology ideas" not "obscure combat technology ideas".

Anyway, on with the obsucre techs !!! :)

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utilae
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#72 Post by utilae »

[Lol]

Space Monster Communication Device
Offer your spaceship as a tribute to summon one space monster to the battle. The space monster is equiped with heavy mount plasma cannons and will leave in 5 combat turns.

Secret Weapon
Do not fire any weapons for 2 combat turns to summon the Secret Weapon. The Secret Weapon has 100 long range instant kill cannons. Its armour is very thick and energy attacks heal it.

Communcation To The Ancient Gods
Activate the device, and in 10 combat turns, a fleet of ultimate ships in the game belonging to the Super Ancient Race Of Gods (S.A.R.O.G.) will enter the battle and wipe out the enemy, then wipe out all of your ships, except one lowly survivor. They will then bomb your homeworld, then leave to their galaxy never to be seen again.

[/ Lol]

Sandlapper
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#73 Post by Sandlapper »


Space Monster Communication Device
Offer your spaceship as a tribute to summon one space monster to the battle. The space monster is equiped with heavy mount plasma cannons and will leave in 5 combat turns.

Secret Weapon
Do not fire any weapons for 2 combat turns to summon the Secret Weapon. The Secret Weapon has 100 long range instant kill cannons. Its armour is very thick and energy attacks heal it.

Communcation To The Ancient Gods
Activate the device, and in 10 combat turns, a fleet of ultimate ships in the game belonging to the Super Ancient Race Of Gods (S.A.R.O.G.) will enter the battle and wipe out the enemy, then wipe out all of your ships, except one lowly survivor. They will then bomb your homeworld, then leave to their galaxy never to be seen again.

LOL...Now we're getting somewhere!!!



Seriously, it would be cool to have a galaxy special\wonder that allowed control of a space monster, or an ancient fleet.

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utilae
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#74 Post by utilae »

Yes, you should be able to control a space monster and an ancient fleet. Though, as I stated above, there will be a price.

marhawkman
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#75 Post by marhawkman »

Biotech item:

Breeding nest
It's a form of shipyard. but instead of ships it makes space monsters. (organic ones anyways) This would be a systemwide structure. Note: you would have control of the monsters this creates.
Computer programming is fun.

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