In real life no civ or nation is putting 100% of research into anything. This is an expanded version of the random research/special project options currently available. In my opinion the best way to do research would be to do a slider system where your civ puts a certain percentage of funding into different fields of science. Research Tree - Not a big fan of the technology tree. How can that be? Certainly in 1000 years we would have some use for them. ![]() Gas Giants - They are almost completely useless in the current game. White holes are speculative right now, so how they are implemented in game is up to the developer. They could be a special research project. Perhaps could contain side-missions or special science research projects.īlack Holes/White Holes - Blacks holes are a must add in my opinion. These would be available for mining, but not colonization. Rogue Planets - These are planets which have been bounced out of a solar system and are now free floating in space. Perhaps related to stabilizing the axial tilt wobble thus creating more stable weather systems. Moons - should have some impact on planet selection. ![]() Ort Clouds - similar to the proposed changes to the Asteroid Belts, however unlike the Asteroid Belts the Ort Clouds can only be used to mine resources/production. It should be noted that I did not play StarDrive 1, so I am viewing this game from a fresh perspective.Īsteroid Belts - Change them to be a complete circle in the orbital plane, as opposed to just a fraction of the orbital plane Ordnance Storage - Ammunition for your rockets, missiles, and other weapons requiring ordnance.This is a collection of my own thoughts, as well as suggestions proposed by u/guto8797, u/Excitonex & u/Zanadar.A must have for ships with energy weapons and specials. Fuel Cells - Provides 10 (small) / 50 (large) fuel on strategy map.Nuclear Bombs - Used on strategy map to bombard planets causes pollution. ![]() Combat Information Ctr - +15% non stacking fleet damage bonus, 2 CP reduction, sensor range.Basic Command - +10% Damage bonus, 2 CP reduction and sensor range (+20).Cockpit - Single pilot command for frigates, +5% damage -1 CP (frigate only for the CP).Not great for extended battles using energy weapons. Nuclear Power - Cheap and reliable power plants.Basic Engines - Adds a balanced amount of thrust and maneuverability to your ship.Defensive Flares - Cheap and effective missile counter-measures.ECM Jammer - Jams missiles and reduces accuracy of incoming fire.Class II Shields - Improved defensive shielding to protect a quadrant, place in center to protect entire ship.Class I Shields - Defensive shielding to protect a quadrant, place in center to protect entire ship.Can be placed in the center of a ship to shield it entirely. Delta Shields - A Small defensive shielding to protect a quadrant.Tritanium Armor - Three times the mass, strength and cost of Steel Armor.Ionium Armor - Superior armor, requires power.Quantanium Armor - Lightweight, efficient armor.Pollop Armor - Same HP as steel but less massive and slowly heals.Plasteel Armor - Strong(er) than steel and less massive.Solar Armor - Protective armor plating that generates a small amount of power.Steel Armor - Strong and inexpensive armor plating, but quite heavy.Discharger - Causes enemy ship capacitors to discharge 2500 power on hull impact.Rockets - reliable guided mini-rockets : Heavy unguided variant available.Death Ray - A terrible beam weapon stripped from the wreck of the masters.Dark Particle Beam - Weapon emits quick and violent bursts of energy.Graviton Beam - Beam weapon with a slowing effect.Fusion Beam - Particle beam weapon that that does increased damage to hulls.Ion Beams - Basic particle beam that are not terribly effective.Anti-matter Torpedo - A conventional torpedo with an anti-matter warhead.Heavy Torpedo - Missile stopping power in a single and inexpensive package.Chaos Cannon - Damage multiplied randomly from 0- 10x.Disruptor Cannons - A superior energy cannon with superior energy requirements.Laser Cannons - basic but versatile ship weapons capable of filling many roles.Cluster Cannons - Projectile deploys cluster munitions equipped with proximity fuses.Flak Cannon - Excellent Point defence weapon.Weak against sheilds and slightly inaccurate. Vulcan Cannon - Rapid fire weapon with no range dissipation.Mass Driver - Large, long range cannon.Weapons modules must usually be placed on the outside section (coloured blue) of a ship during ship design. ![]() Projectile/chemical weapons such as railguns and missiles require ordnance and impart momentum, while energy weapons such as laser cannons and beams require power. Weapons modules include things such as laser cannons and missiles.
0 Comments
Leave a Reply. |