Pre-SysNES2: Beta-testing and Submission

Is there any particular reason the Plasma Shield has PRO3 as a techreq? Technology derived from magnetic field tech used in thrusters?
 
Is there any particular reason the Plasma Shield has PRO3 as a techreq? Technology derived from magnetic field tech used in thrusters?

Propulsion and Materials could be quite easily renamed 'Fluid Physics' and 'Solid State Physics'. Stuff to do with managing gases and plasmas, including terraforming of atmospheres, will be in the propulsion field. Shields will require a little bit of propulsion tech and a lot of energy tech, the first plasma shield needs prop3 to stop it being too easy to get, but there are other ways to get shielding in the early game.
 
I was getting ready to start seriously looking at it between bouts of ME2/3, but if it's getting radically overhauled may as well wait. I presume it'll be packaged with semi-final v12 Ship Builder and Battle Calc? Your effort is appreciated.
 
I was getting ready to start seriously looking at it between bouts of ME2/3, but if it's getting radically overhauled may as well wait. I presume it'll be packaged with semi-final v12 Ship Builder and Battle Calc? Your effort is appreciated.

Yeah the army stuff is getting changed quite a lot - but the main stumbling block has been the army section of the stats page :p
 
SYS_V12: ArmyDesigner2_V12, ShipDesigner2_V12, BattleCalc_V12

Battle Calc V12
-Ground combat completely reworked
-Artillary does things now
-Ground combat wounding calculator
-Ground Surprise and stealth calculator added
-Ground Surprise and stealth stats section added
-MedicVal now correctly reduces the amount of wounded that die
-Linger damage numeric replaces some old fields for the ground combat bit


ArmyDesigner2 V12
-35 new attributed added, most old attributes have had their properties reworked
-A lot of attributes now come in various levels, higher quantities unlocked by higher techs
-Costing and upkeep completely changed
-Now its add 4 or remove 3 attributes per year
-Added total cost summary (due to rounding errors it won't quite be what you have to spend)
-Divisions is now manpower, one pop point gives 1 manpower which equates to 10 army HP
-Size now seperate from manpower and HP, indicates room army takes up in cargo holds
-Added stealth and detect propertites of armies, stealth allows the conduct of stealth missions (destroy buildings, theft, kidnapping, assassination) and surprise (get a free combat round vs the enemy much like tactical surprise in ship combat, int helps a lot with surprise and a little with stealth). Small armies have inherent stealth. Detect helps armies resist stealth and surprise.
-f now added as an upkeep property
-Addition of SODs (surface to orbit devices), a vehicle component that allow armies to launch attacks at ships in orbit based ontech and heavy equipment. These attacks can come against ships in planetary instances during ship combat, or as a sneak attack outside of ship combat (preventing the enemy fleet from controling space). SOD damage comes in the 3 ship combat flavours depending on what heavy weaponry the army is given, and ship defences treat it accordingly.
-Added linger damage (currently only provided by microbes), linger damage increases the wounding->death function, deals extra damage the following year, and disrupts enemey healing.
-Artillary score nows reduces the attack and defence of opposing armies, its more effective vs immobile armies and armies with large vehicle components
-Air Superority now works a bit differently, now whoever has the worst air superority score will suffer a debuff to attack and defence, and the more vehicle heavy the army the worse the debuff. Thus another rock-paper-scissors dynamic develops, where armies with good air superority beat other vehicle armies which beat infantry armies which beat air superority armies (on a cost basis). Armed ships with dodge >0 that can enter the involved planetary instance and have control of space can provide air superority points at the rate of 1 per ship. Air support vehicles, whilst giving massive attack boosts and range to an army, are particularly vulnerable to air superority.
-Some tech level 4 stuff is on display, just so everything can be tested properly


ShipDesigner2 V12
-Fission drives nerfed :p
-Ion drives have 0 size and mass, but are the only reaction drive you can have if they are choosen. Useful for small packages (to aid being carried) and IS scouts
-Twist drives now care about size rather than mass to generate IS, thus being somewhat better for dense high energy ships than it was before. Charm drive only IS drive that works off mass now.
-Probably some other tweaks made that I've forgotten.
-Atmospheric streamlining bug fixed
-irrelevant habitat section bug fixed
-Int and Fleet int marginally harder to accumulate, long range jamming marginally
easier.
 
Army mechanics question: is there an order to actions outwith simple int value? I mean, can I get an army with a high int value attack and then heal a few times before the other army can carry out its actions?

Yes, the order of actions will be determined by int. The idea of healing a few times before the enemy does its thing is dumb though.
 
Fission Rockets do not add power by default; CC:AK33 is 0 and presumably should be 2.
 
So much for that then. It's also so large and heavy that although its IP Speed is 5 in CC, one by itself with no other kit can only achieve IP 3.
 
Is it reasonable to assume Advancer and Cyberorganized respectively eliminate social penalties for Biotech and Cybernetics Army Attributes?
 
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