Space Era - Nova

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Samash
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PostSubject: New Ship Features   Sun Aug 06 2017, 01:49

Currently only scouts and major vessels sport Long Range Sensors, but I am thinking I will give every ship of 100,000 metric tonnes or larger Long Range Sensors. They are of variable range, with higher range taking up more space and power, so the scouts and major ships will still have the better LRS. I will adjust the formula for calculating the system mass, because at the moment they are rather large, but I will also adjust the power so the power usage is high, so smaller vessels will still have shorter range, in the region of 4 - 5 light-years, where a battleship could be up to 20 light-years.

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Samash
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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 03:15

I am also thinking of returning to an old system for hull material.

Currently, hull technology is simply a number that modifies the hull strength, for example a polity could have TL 1.2 in Hull Technology and receive a 20% bonus to its hull integrity.

With the old system, I had a list of different materials (Monotanium, Zorinthium, Duranium, Vekerium, Korobium, Torkenium, Kelindide, Xerillium, Rodinium, Biomolecular, Tritanium, Varethial, Tikadian, Solanvium, and Varadium). Each has a different strength modifier. Some races will only ever use one material, while others may progress to others (for example they could start with Monotanium, tren develop Duranium, then Tritanium). I think naming the elements adds more flavour to the universe, and new materials can always be discovered. What do you think [You must be registered and logged in to see this link.] ?

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Samash
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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 11:16

I have also decided to increase the capacity of fighter bays. Currently, fighter bays mass 1.2 times their capacity (so a bay with a capacity of 24,000 metric tonnes has a mass of 28,800.

After a lengthy review I have decided that I will have the fighter bays able to carry a capacity of four times their mass. This will make fighters much more viable. I shall do some test designs first to see how it works out.

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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 11:29

I want to adjust the Hyperdrive formula to make FTL fighters reliable, though with generally low hyperdrive speeds, they will still rely on carriers for long duration / long range missions.

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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 13:49

If I switch back to the old system for hull materials, the relative strengths will be:

Monotanium 0.25 £80k per tonne
Zorinthium 0.33 £108k per tonne
Vekerium 0.4 £132k per tonne
Duranium 0.5 £168k per tonne
Korobium 0.6 £204k per tonne
Torkenium 0.67 £230k per tonne
Kelindide 0.75 £260k per tonne
Xerillium 0.8 £280k per tonne
Rodinium 0.825 £290k per tonne
Biomolecular 0.85 £300k per tonne
Tritanium 1.0 £354k per tonne
Varethial 1.2 £425k per tonne
Tikadian 1.33 £475k per tonne
Solanvium 1.4 £500k per tonne
Varadium 1.6 £572k per tonne

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Samash
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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 13:50

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Mestes1701
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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 15:09

Oooh I like that
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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 15:28

What, the different materials instead of just a TL? Or adjusting the Long Range Sensors so all ships have them (just at different ranges)? [You must be registered and logged in to see this link.]

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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 15:42

All of it
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Samash
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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 15:43

Yay!!

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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 15:47

Lol
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Samash
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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 15:51

I have factored it in Smile

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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 17:39

What about Metaphasic Shielding (allowing a ship to enter a star's corona for a brief period)?

It won't add to the mass of a shield system, but will increase power requirement and cost?

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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 17:44

I like it

I posted somewhere else. [You must be registered and logged in to see this link.]
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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 18:16

I already replied, unless you posted again?

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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 18:39

I've added Metaphasic Shielding.

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PostSubject: Re: New Ship Features   Sun Aug 06 2017, 19:54

[You must be registered and logged in to see this link.] Can you think of anything else to add?

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PostSubject: Re: New Ship Features   Mon Aug 07 2017, 01:39

Well Plasma weapons [You must be registered and logged in to see this link.]
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PostSubject: Re: New Ship Features   Mon Aug 07 2017, 15:42

I already have Plasma Weapons. Although Beam Weapons are generic, I often call any weapon that is powerful and short ranged as Plasma-based. I also have four classes of Plasma Torpedo. But keep them coming, there's bound to be something I haven't thought of.

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PostSubject: Re: New Ship Features   Wed Aug 09 2017, 02:21

I now have 27 different materials for hull frames, each with a unique strength and cost.

They are (in order from weakest to strongest):

Herminium
Meretinium
Autanium
Monotanium
Zorinthium
Vekerium
Covalinium
Duranium
Rhodosite
Korobium
Torkenium
Kelindide
Xerillium
Rodinium
Biomolecular
Tritanium
Sthenonite
Chronatium
Varethial
Tikadian
Solanvium
Zortrium
Varadium
Xenosium
Aesthonite
Etherisium
Ybterium

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PostSubject: Re: New Ship Features   Wed Aug 09 2017, 02:21

[You must be registered and logged in to see this link.]

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PostSubject: Re: New Ship Features   Wed Aug 09 2017, 03:15

After a massive adding spree to the Technology Tree, there are now 2,840 techs / tech levels in Space Era. That allows for (currently) a race of up to 100th Generation (bear in mind the most advanced currently is only 16th Generation.

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PostSubject: Re: New Ship Features   Wed Aug 09 2017, 03:17

[You must be registered and logged in to see this link.] See last three posts Smile

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PostSubject: Re: New Ship Features   Wed Aug 09 2017, 03:17

Relax [You must be registered and logged in to see this link.]. I like them all ^_^ LOL
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