They aren't all weapons, but I had some 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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spottboy
Space Floater
Posts: 20
Joined: Tue Aug 21, 2007 9:20 pm

They aren't all weapons, but I had some ideas...

#1 Post by spottboy »

Lostech Archaeology

By researching this, a civilization is able to increase research production on worlds with an ancient ruins icon by 5 points. 50/15 to research.

Lostech Fleet

This random event gives the civilization discovering it a random (1-10) number of ancient ships. These ships provide a single turn bonus to research of 2 points per ship, and the ships can be used by the finding civilization. The ships are armed and equipped at 1 tech level higher than the civilization can produce. Can only be found on a planet with an ancient ruins icon.

Lostech Database

This random event gives the finding civilization a surface structure on that planet. The structure gives a 10% bonus to research for that civilization. The structure is subject to damage like any other structure, but it cannot be repaired. Can only be found on planets with an ancient ruins icon.

Gravity Lance

Weapon: Does 20 x the size catagory of the ship damage; double damage to shields. Short range, slow rate of fire.

Deimos Device

Weapon: Does no damage to structures, but destroys energy generators and kills personnel through massive electromagnetic fluctuations. Any object struck by a detonating Deimos device is considered to have lost all power generators, electronic equipment, and crew. Can be employed on planets, sterilizing them without destroying structures.

Phobos Device

Weapon: Looks exactly like a Deimos device. When launched, Phobos device behaves exactly like a Deimos device, except that the electromagnetic fluctuations are harmless. Any object struck by a detonating Phobos device is unusable for a short time, due to the panic that the Phobos device causes. After that short time period, the object resumes normal function.

Regarding Phobos and Deimos: Neither is identifiable until first fired. After that, any other devices are identified as the type that is already identified until the other type is fired. Once both devices are fired, device is labeled Phobos/Deimos. Either device can be found as a rare random event, unless Phobos/Deimos technology is researched.

Phobos/Deimos Technology

Prerequisites: Lostech Archaeology, Lostech Database
Phobos/Deimos technology allows the identification and construction of Phobos/Deimos devices. A functioning Lostech Database must exist within the civilization for research to happen.

Ancient Plague
Random Event: Civilization encounters an ancient pathogen. Plague spreads to every inhabited system within one jump of an infected planet each turn until cure is discovered. Allied civilizations share plague cures automatically; all others may share the plague cure through diplomacy; otherwise, each civilization must find its own cure. Cures shared with races of different favored planet types do not allow cure of pathogen, but give a 100 point bonus to Plague Cure research.
Plague Cure can be researched by dedicating all research to this separate technology. Plague Cure takes 100pts/10turns to research. A second Ancient Plague event can be cured immediately if the Plague Cure is already researched.

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utilae
Cosmic Dragon
Posts: 2175
Joined: Fri Jun 27, 2003 12:37 am
Location: Auckland, New Zealand

Re: They aren't all weapons, but I had some ideas...

#2 Post by utilae »

Ah cool. There was a similar thread about different technology ideas.

Behold components for ship design. These are not very good on their own, but with the right combinations are effective together.

Shield Overdrive Generator
Boost shield strength beyond factory limits.
Shield Strength +100%, Crew Health -20%

Radiation Absorbing Paint
Special interior paint that absorbs and neutralises radiation.
Crew Health +50%

Radion Cannon
Advanced radiated particles are fired at the target, which cause damage to those nearby target area, and also damages those in the area for a while after the weapon impacted the area.
Radiation Damage = 15 to target, 5 splash, 2 lingering in area, Crew Health -50%, Power Use -20

Radiation To Energy Converters
Devices used to convert excess radiation in an area of a ship into useful energy.
Crew Health +20%, Power Output +20

Much fun in ship design as a result of cool component combinations.

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Tortanick
Creative Contributor
Posts: 576
Joined: Sat May 26, 2007 8:05 pm

Re: They aren't all weapons, but I had some ideas...

#3 Post by Tortanick »

Quantum Dexistors
Every shot fired decreases a ships "existence", when a ships existence reaches 0% the ship is destroyed. Quantum Dexistors bypass shields and don't damage hulls. The level of existence is a modifier for the damage done by a ship*, as well as modifying the damage taken and transparency.

For example a ship with 60% existence, will do 60% damage, take 60% damage and be 40% transparent.

Existence recharges over time, bigger ships take longer to recharge, but also lose existence slower.

* fighters and missiles are an exception, since they have a separate existence raiteing although at launch they have the same existence as their parent.

Hyperspace Bomb
A suicidal weapon, so it requires an unmanned ship (unless your race approves of kamazie). Hyperspace Bombs stack if you have many on the ship.

When detonated a Hyperspace bomb smashes through the barrier between truespace and hyperspace, any nearby ships are blasted into hyperspace. A short amount of time later they return into the battle, the weakened barrier between truespace and hyperspace means they can return at point in the battle except near stellar bodies.

As always truespace is further from hyperspace near massive bodies of gravity, so Hyperspace bombs are weaker near planets, they don't work at all if your too close, so don't try taking down someone's orbital defences with one ;)

Wolftree interiour defence system
Named after the Ysengrin from Gunnerkrigg Court, a Wolftree interior defence is a security force made of intelligent liquid metal, like the T-1000 Terminator, they are capable of self repairs and changing their appearance. While powerful a well armed marine from the equivalent tech level is more than a match, the real power of the Wolftrees is their ability to blend in, when attacking a ship with a Wolftree system the defenders can walk out the walls themselves, this creates a demoralizing sense of paranoia, Wolftrees are also programmed to ambush especially when the attackers are occupied in a firefight.

Note: like the T-1000 terminator they cannot form complex objects like guns, but they have a unique fighting style based around shapeshifting to compensate, read chapter 14 of Gunnerkrigg Court for an example, but I recommend reading the first 13 before.

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