Post by Rabite on Apr 20, 2015 14:39:46 GMT -6
According to what I proposed, the new tech point system will now count points according to new unit designs rather than the technology itself. In other words, you'll have to consider what type of unit you might need and choose carefully, as you won't have enough points to design every unit you want. The system itself is simple, when you want to design a unit, you'll have to put a minimum amount of tech points into the design depending on the unit type. For AEU, it could be as following:
Infantry 1
Boats and Conventional Units 2
Small Ships(Destroyer) and Small Mecha(MA) 3
Medium Ship(Light Cruiser) and Humanoid Mecha 4
Large Mecha 5
Large Ships(Heavy Cruiser) 6
Battleship 7
Now, these are just the basic amount, weapons that you have not place points into in the past, will take extra points. Lets assume we have access to all modern day conventional weapon and take a look at the design example below:
-
Unit Name:
Stingray
Unit Type:
Light Sub-Space Submarine
Manufacturer:
Gransela Corporation
Operator: Gransela Corporation, Mercenary Department
Reactor Type:
1x Light Ship Grade Nuclear Fusion Reactor w/ Thick Tempered Glass
1x Emergency Large Battery
Rollout:
Late 3130s
Armor:
Super High Tensile Steel w/ Carbon Nanotube Coating
Engine Type:
1x Main Ship Grade Nuclear Fusion Thruster
2x Ship Grade Long Distance Ion Thruster
8x Small Moveable Rocket Thruster
Special Features:
Temporary Sub-Space Diving Ability
Main Armaments:
1x Front 6-Tube Torpedo Launcher (2 Staves of Torpedos for each type)
-Low Detection Ion Torpedo
-Splash Plasma Torpedo
-Large Area Chaff Torpedo
2x Large Long Range Anti-Ship Missile Launcher (2 Missile Each)
1x 120mm Retractable High Speed Cannon
Bio:
The Stingray is a fairly new submarine, designed to have the ability to both scout
and have limited combat abilities of its own. Being the only unit that has the newly
developed technology of diving into Sub-Space(also known as Warp Zone by some) on its
own, it can attack at long range, then dive in order to avoid enemy detection before
striking again. Though it has the ability to do so, it lacks specially designed
propellers that allows it to quickly move within Sub-Space and that it can only
dive into Sub-Space for a short amount of time. These two flaws means that
the ship can only use it to avoid detection, and not actively attack without
risking the chance of getting sunk by heavier ships.
Its main weapons are the front Torpedo Launchers, and the upper Large Missile Launchers.
If they hit vital areas, both weapons can sink ships that are higher grade than the
Stingray, and can cause massive damage to enemy fleets. These weapons in coordination
with the many anti-detection design of the ship allows it to strike at its enemies
from within the shades, then hide until it gets the opportunity to strike again,
similar to regular naval submarines of the old ages.
-
First we look at the unit type, Submarines, so we'll count it as a Boat(2 Points), then we look at the design feature and weapons on it. There are the Carbon Nanotube Coating, that's 1 point as it is not used in modern days yet. 3 more points for each of those special torpedo types, and 1 more point for the Sub-Space Diving ability, in other words this design will require a total tech point cost of 7 points to be added to your production list. Note that this is only the tech requirements, not the cost of the unit itself. Assuming we use the honor system to determine our prices, I suggest that newly developed weapons would cost more when they are first used on a new design, and gets cheaper after that, this means if you design a prototype first you can reduce production cost but have a higher tech point cost.
Simple enough? Feel free to post any questions.
Infantry 1
Boats and Conventional Units 2
Small Ships(Destroyer) and Small Mecha(MA) 3
Medium Ship(Light Cruiser) and Humanoid Mecha 4
Large Mecha 5
Large Ships(Heavy Cruiser) 6
Battleship 7
Now, these are just the basic amount, weapons that you have not place points into in the past, will take extra points. Lets assume we have access to all modern day conventional weapon and take a look at the design example below:
-
Unit Name:
Stingray
Unit Type:
Light Sub-Space Submarine
Manufacturer:
Gransela Corporation
Operator: Gransela Corporation, Mercenary Department
Reactor Type:
1x Light Ship Grade Nuclear Fusion Reactor w/ Thick Tempered Glass
1x Emergency Large Battery
Rollout:
Late 3130s
Armor:
Super High Tensile Steel w/ Carbon Nanotube Coating
Engine Type:
1x Main Ship Grade Nuclear Fusion Thruster
2x Ship Grade Long Distance Ion Thruster
8x Small Moveable Rocket Thruster
Special Features:
Temporary Sub-Space Diving Ability
Main Armaments:
1x Front 6-Tube Torpedo Launcher (2 Staves of Torpedos for each type)
-Low Detection Ion Torpedo
-Splash Plasma Torpedo
-Large Area Chaff Torpedo
2x Large Long Range Anti-Ship Missile Launcher (2 Missile Each)
1x 120mm Retractable High Speed Cannon
Bio:
The Stingray is a fairly new submarine, designed to have the ability to both scout
and have limited combat abilities of its own. Being the only unit that has the newly
developed technology of diving into Sub-Space(also known as Warp Zone by some) on its
own, it can attack at long range, then dive in order to avoid enemy detection before
striking again. Though it has the ability to do so, it lacks specially designed
propellers that allows it to quickly move within Sub-Space and that it can only
dive into Sub-Space for a short amount of time. These two flaws means that
the ship can only use it to avoid detection, and not actively attack without
risking the chance of getting sunk by heavier ships.
Its main weapons are the front Torpedo Launchers, and the upper Large Missile Launchers.
If they hit vital areas, both weapons can sink ships that are higher grade than the
Stingray, and can cause massive damage to enemy fleets. These weapons in coordination
with the many anti-detection design of the ship allows it to strike at its enemies
from within the shades, then hide until it gets the opportunity to strike again,
similar to regular naval submarines of the old ages.
-
First we look at the unit type, Submarines, so we'll count it as a Boat(2 Points), then we look at the design feature and weapons on it. There are the Carbon Nanotube Coating, that's 1 point as it is not used in modern days yet. 3 more points for each of those special torpedo types, and 1 more point for the Sub-Space Diving ability, in other words this design will require a total tech point cost of 7 points to be added to your production list. Note that this is only the tech requirements, not the cost of the unit itself. Assuming we use the honor system to determine our prices, I suggest that newly developed weapons would cost more when they are first used on a new design, and gets cheaper after that, this means if you design a prototype first you can reduce production cost but have a higher tech point cost.
Simple enough? Feel free to post any questions.