Current Tech in v0.2

To start off, there are three areas you can research in. You need to specify which one you want to research in the client - if you don't it defaults to engineering.
  • Engineering
  • Fields
  • Quantum
You start of level 0 in each of these, and to get to level 1 will take 10 research points.  You get 1 research point for each lab you own each turn. 
 
The formula to get to the next level is the new level squared then multiplied by 10.  So level 2 requires 40, level 3 90, level 4 160 and level 5 250.
 
You have the following components that you use to build ships, or on planets...
 
Name Description Cost Mass Requirements
 Engine  Lets your ships move across the map, as well as in combat.  Standard move rate is 100LY + 10LY per extra engine. In combat each extra engine gives you a 10% speed improvement for each 100mass of your ship. 100  20  None
 Beam  Most basic armament - fires for a short period of time hitting target repeatedly. They fire with a 60 degree arc and multiple beams will target ships independently.  50 5  None
 Factory  Simply allows you to issue the build order to a ship or planet. No benefit in having more than one except redundancy.  1000  300   None
 Landing Craft  Built on a ship to allow you to issue the colonise order and take ownership of new planets. You can colonise unowned planets, or planets that have no weapons.  500  500   None
Lab Produces 1 research point per turn. 50 50 None
Steel Plating Armour. By adding mass to your ship you take less damage in combat and reduces the chance of a vital component being destroyed by a critical hit. 25 50 None
Torpedo High speed, high payload weapon that will track it\'s target once fired. More damage than a beam but takes longer to load.
160 10 Quantum 1
Enhanced Beam Improved fire duration and faster recharge than standard beams. 70 8 Fields 1
Quantum 1
Shield Used to deflect beam weapons. Can be active for a short period of time and then must recharge. Reduces beam damage to 33% of normal.
400 25 Fields 2
Long Range Beam Slower recharge but much longer range than standard beams. 60 6 Quantum 2
Plasteel Armour Lighter armour - allowing you to protect you better against criticals with less impact to engines. 30 30 Engineering 2
Ion Drive Provides 50% better engines.  Not speed however - it gives this benefit in terms of extra engines. So a ship with one Ion drive will travel at 105LY per turn and two ion drives at 120LY. 140 20

Engineering 2
Quantum 3

Blaster Higher powered than normal beams and fire for a very short period before reloading for a very short period producing a pulse attack. 120 10 Engineering 1
Fields 3
Quantum 4
Enhanced Shield Reduces beam damage down to just 20% and can stay active for longer and reloads quicker than standard shield. 800 30 Engineering 2
Fields 5
Plasma Torpedo Relatively low damage but with a very high chance of causing a critical hit and destroying a component on the target ship. 220 10 Fields 2
Quantum 5
 

That's all for now folks, but I'll hopefully be adding some more exotic stuff later.  e.g. cloaking device, jump engines, fighter bays etc.


Posted by Jim in Tutorials on 19 Apr 2010

Game: Balance Of Power

Turn: 39

Scenario: Open ended

Scores

Faction Player Planets Ships Ship Mass Score
Deranged Sensor Jim 71 16 22253 1092
Northern Scott 38 5 4414 474
The Easy Way Out Glenn 10 2 1225 132

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