Peace MANNNNNNNNN.

For good, peace loving civs.


I was thinking of how evil civs. get a almost unfair advantage over good civs. so i thought of pasifist weapons primarially for cargo craft, the thing is to shoot to disable and then run like hell. Pasifist craft always get the first shot.

Beam class pasifist weapons:
Cunncusion Beam I
Req. techs: Laser V, Passive weapon theory
Chance of Dissable: 33%
Size: 40 Cost: 120
The Cunncussion series of weapons to not harm the opposing craft but disable it long enough to escape with our vessels intact, the Cunncusion Beam focuses a beam slightly of par of the attacker with a energy obsorbent shpere loaded, the shpere is detonated causeing a misaligning of the enemies engines by shockwave. This will also disable beam weapons and defences by de-stablising the energy outputs.

Cunncusion Beam II
Req. techs: Cunncusion Beam I, Plasma Weapons
Chance of disable: 50%
Size: 35 Cost: 140
Stronger Beam more cunncussion thought better energy absorbing metals, less space.

Cunncusion Beam III
Req. techs: Cunncusion Beam II, Plasma Weapons III
Chance of disable: 75%
Size: 30 Cost: 200
The Ulitimate cunncussion weapon using the best aviable resources, the shockwave is now powerful to disable shielding outputs.

EMP Missle I
Req. techs: Harpoon, Passive Weapon Theory
Chance of disable: 33%
Size: 40 Cost: 120
To passify attacking craft we do it with a EMP ammunitution onto a missile. Disables the firing seqs. on other misslies and knoking out radars.

EMP Missle II
Req. techs: Harpoon II, EMP Missle I
Chance of disable: 50%
Size: 35 Cost: 140
The EMP charges loaded in this missle are supercharged, making them more effective.

EMP Cluster Missle
Req techs Harpoon III, EMP Missle II
Chance to disable: 75%
Size: 30 Cost: 200
We clustered the super-charged EMP's to make them more effecive, the EMP clusters are so effetive they take out Missle defences as well as their offenive counterparts and radar.

Depresserisation Bullets I
Req techs: Mass Drivers, Passive Weapon Theory
Chance to disable: 33%
Size: 40 Cost: 120
These Bullets are to hit the hit the hull and lodge themselves, then with a piston operated inner-bullet made of super-hard, super-dense, super-Saturated dimonad to perse the hull, the result would be a slow estraction of air and gravity rendering the attacking craft immobitised. Also since Mass Driver weapons reliy on Mass the lack of gravity and life support should render them useless until life-support is turned back on.

Depresserisation Bullets II
Req techs: Mass Drivers II, Passive Weapon Theory, Depresserisation Bullets I
Chance to disable: 50%
Size: 35 Cost: 140
Same bullets, Smaller and lot more of them

Depresserisation Bullets III
Req techs: Singularity Driver, Passive Weapon Theory, Depresserisation Bullets II
Chance to disable: 75%
Size: 40 Cost: 120
The bullets in this improvement have been upgraded in two ways. a) The inner bullets dimond fittings have been replaced with super-dense dawf dust (solid core of a dead star) and b) The bullet now carrys two inner bullets, the 2nd inner bullet carry a elcotrote staffer that once struck the hull changes the atom electron configuration, therefore disableing armor upgrades and making the disabling process a breeze.
8,135 views 4 replies
Reply #1 Top
Trouble is, a ship is not disabled until it is destroyed.

A Concussion Beam weapon?
Can not be, since a beam weapon can not deal a physically hard blow.
Not to mention, your descriptions make absolutely no sense whatsoever.

Look up the definition of 'concussion' (and please also note the correct spelling of the word)


A concussion weapon might be integrated into either the mass driver or missle catagories though.

But I doubt that your ideas will be usable. It would require an entire re-write of the AI and battle engines.



And you really need to spell check your work. If you were to release a mod of these things, in this state, I would not use it simply because you can not spell anything correctly. It would drive me insane just deciphering your sloppiness.
Reply #2 Top
Havent we had this agrument before Moosetek.

Anyway It's an idea, the basic consept is that you disable a ship and a certin part of it's meconisims for X amount of turns, the developers can chop and change it the way they like. I just thought since most evil civs get the upper hand in offenive combat, good civs can retaliate by wiping any advantage from the evil civs inhumane weapons.

Also I like to expand my ideas to get the ball rolling and stimulate better flow of conversation, hense the weapon explonations.

P.S: read carefully about the beam weapons, it not the beam weapon that Cunncusses the enemy ship, it's the small ball of metal that explodes that produces the shockwave.

P.S.S: I'm an Aussie, we use more U's then O's. (Sorry about the spelling overall, Iv'e never been really good at it).
Reply #3 Top
I like the idea of being able to disable a ship, then board it, confiscate the ship and recycle it's materials (effectively like when you sell onoe of your own ships get say 40 credits - maybe research techs to get more value out of the recycling process)

I think that each alignment should offer unique

tactics : (good = weaker, aiming for non destructive -> evil = strongest)
weapons : (good = weaker, aiming for non destructive, -enemy speed advancements -> evil = strongest, germ warfare, terror stars)
defenses : (good = better -> evil = lower)
population growth : (good = high -> evil = low), same for morale.

something like that
Reply #4 Top
Thanks for the reply DeicidE :) 

There's just one thing your missing = neutral, what to they get? *tumbleweed*  (:( 

I also think that alignment should not inpead on what you wish to become. For example you could choose to be good but want a strong military without appearing so. This is what disabling weapons are all about, you go in with 2 Heavy fighters one with all disabling techs and another with 1 beam weapon against a enemy capitial ship 100+ on all ratings and still have a chance of winning.