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Any comments on these submitted changes to the UEA?
First, some Ship related changes
Warrant Class Assault Ship
Hull Trait = Combat Computer negates UEA 1/2 Kill damage
---
Hammer Class Troop Carrier
Mass = 98
Armor = 250
Hross Mine Field Resistance
Battalion Class Troop Carrier
Armor = 500
Hammer and Battalion:
New Device = Assault Landing = Disables end of turn Dust off and lands
all Assault Pods on the planet it ends the turn over. Pods are not
subject to Combat VCR unless Troop Carrier is destroyed. So in effect,
A Troop Carrier could start a turn over an assault planet and Dust Off
at the start of a turn and end a turn over an enemy planet and drop all
assault pods, and beam down all Troops and HG in guest quarters.
---
Ranger Station
New Device "Repair Dock"
Only works when owned by UEA
Only works on UEA Native hulls
Completely repairs ship that is the tow target in one turn.
Uses the amount of repair units the target ship would require to repair
itself from the Rangers supply.
---
Fighter Changes
AS-480 Assault Fighter
Attack Air 190
Attack Ground Troops 50
Attack Cities 45
Attack Ground Units 30
Defense From Air Attack 120
Defense From Ground Troops 55
Defense From Ground Units 35
Beam Weapons 80
Missile Weapons 65
Accuracy Beams 70
Accuracy Missile 85
Range Beams 200
Range Missile 400
Ord Load 160
Travel Range (LY) 310
Armor 15
Evasive Bonus 30
Attack Bonus 60
Generator 15
Battery 200
Combat Quickness 100
Cost 200
DOA-187x Bomber
Attack Air 10
Attack Ground Troops 70
Attack Cities 225
Attack Ground Units 180
Defense From Air Attack 40
Defense From Ground Troops 40
Defense From Ground Units 40
Beam Weapons 15
Missile Weapons 100
Accuracy Beams 45
Accuracy Missile 90
Range Beams 50
Range Missile 400
Ord Load 250
Travel Range (LY) 360
Armor 8
Evasive Bonus 0
Attack Bonus 100
Generator 10
Battery 180
Combat Quickness 50
Cost 125
DOA wings can perform orbital precision strikes if they end the turn
over base. To target one building type using the command code "b01" to
"b30" The codes correspond with the order of the buildings listed on
the base overview screen. Each bomber destroys 1 building. Thirty
bombers destroy 30 cities or 30 farms. Chances of success depend on
the number of DOA fighters in the wing. 1% per fighter. AA-Guns will
each destroy one fighter before it performs it's mission, plus a random
change to destroy another fighter.
C-3 Defender
Attack Air 50
Attack Ground Troops 60
Attack Cities 20
Attack Ground Units 30
Defense From Air Attack 50
Defense From Ground Troops 55
Defense From Ground Units 30
Beam Weapons 55
Missile Weapons 0
Accuracy Beams 80
Accuracy Missile 0
Range Beams 150
Range Missile 0
Ord Load 0
Travel Range (LY) 10
Armor 6
Evasive Bonus 50
Attack Bonus 72
Generator 10
Battery 100
Combat Quickness 20
Cost 70
---
Contraband Lockdown as a hull trait is removed from all ships
A regular Contraband Lockdown is added to the Sergeant-at-Arms
---
Hawkings Retaining Center
New cost to build is 40Mcs and 5 Supplies.
No longer costs any thing to re-educate prisoners.
Each Center can process 1000 POWs
HG can not be re-educated.
A percentage of the personnel will die in the process. That percentage
is effected by the Lawfulness of the race, the lower the Lawfulness,
the more personnel that will die.
This only applies to personnel being re-educated and not those waiting
on the base.
Re-education process generates income based on lizard selling formula
divided by 3.
Cyborg, Robot, Solorian and Crystal prisoners are not re-educateable.
Other nasty things can happen to your base when prisoners are being
re-educated.
---
The AU-147 Arresting Unit was not used, and never achieved it's
designed purpose, so here is the redesign:
Arresting action happens before movement. (So you have to land them
for a turn before they will capture enemies)
Attack setting must be Deep Ground Patrols or better.
Captures 200 colonists, 100 crew, and 5 troops per turn.
Enemy HG are immune and will protect 1,000 Colonist from capture for
each HG.
Arresting Unit combats crime on friendly bases within 200lys.
Attack Air 0
Attack Ground Troops 5
Attack Cities 0
Attack Ground Units 1
Defense From Air Attack 5
Defense From Ground Troops 15
Defense From Ground Units 12
Cost 24
---
The Redistribution Center has become a vital part of the UEA economy.
But some tweaking is needed.
2 Food
1 Supplies
1 MCs
70 Ord
---
Fighting with Insect Natives may or may not work this way. This is the
way is should work and should be made to work if not.
Ground unit will fight first. (Currently PA-245 Battle Mech can kill
1250 insectoids each.)
Fighters in the base will fight second. (Currently C-3 Defender can
kill 800 insectoids each.)
Troops fight third
Crew fight forth
HG will fight fifth
Colonist fight/die last.
Any comments on these submitted changes to the UEA?
First, some Ship related changes
Warrant Class Assault Ship
Hull Trait = Combat Computer negates UEA 1/2 Kill damage
---
Hammer Class Troop Carrier
Mass = 98
Armor = 250
Hross Mine Field Resistance
Battalion Class Troop Carrier
Armor = 500
Hammer and Battalion:
New Device = Assault Landing = Disables end of turn Dust off and lands
all Assault Pods on the planet it ends the turn over. Pods are not
subject to Combat VCR unless Troop Carrier is destroyed. So in effect,
A Troop Carrier could start a turn over an assault planet and Dust Off
at the start of a turn and end a turn over an enemy planet and drop all
assault pods, and beam down all Troops and HG in guest quarters.
---
Ranger Station
New Device "Repair Dock"
Only works when owned by UEA
Only works on UEA Native hulls
Completely repairs ship that is the tow target in one turn.
Uses the amount of repair units the target ship would require to repair
itself from the Rangers supply.
---
Fighter Changes
AS-480 Assault Fighter
Attack Air 190
Attack Ground Troops 50
Attack Cities 45
Attack Ground Units 30
Defense From Air Attack 120
Defense From Ground Troops 55
Defense From Ground Units 35
Beam Weapons 80
Missile Weapons 65
Accuracy Beams 70
Accuracy Missile 85
Range Beams 200
Range Missile 400
Ord Load 160
Travel Range (LY) 310
Armor 15
Evasive Bonus 30
Attack Bonus 60
Generator 15
Battery 200
Combat Quickness 100
Cost 200
DOA-187x Bomber
Attack Air 10
Attack Ground Troops 70
Attack Cities 225
Attack Ground Units 180
Defense From Air Attack 40
Defense From Ground Troops 40
Defense From Ground Units 40
Beam Weapons 15
Missile Weapons 100
Accuracy Beams 45
Accuracy Missile 90
Range Beams 50
Range Missile 400
Ord Load 250
Travel Range (LY) 360
Armor 8
Evasive Bonus 0
Attack Bonus 100
Generator 10
Battery 180
Combat Quickness 50
Cost 125
DOA wings can perform orbital precision strikes if they end the turn
over base. To target one building type using the command code "b01" to
"b30" The codes correspond with the order of the buildings listed on
the base overview screen. Each bomber destroys 1 building. Thirty
bombers destroy 30 cities or 30 farms. Chances of success depend on
the number of DOA fighters in the wing. 1% per fighter. AA-Guns will
each destroy one fighter before it performs it's mission, plus a random
change to destroy another fighter.
C-3 Defender
Attack Air 50
Attack Ground Troops 60
Attack Cities 20
Attack Ground Units 30
Defense From Air Attack 50
Defense From Ground Troops 55
Defense From Ground Units 30
Beam Weapons 55
Missile Weapons 0
Accuracy Beams 80
Accuracy Missile 0
Range Beams 150
Range Missile 0
Ord Load 0
Travel Range (LY) 10
Armor 6
Evasive Bonus 50
Attack Bonus 72
Generator 10
Battery 100
Combat Quickness 20
Cost 70
---
Contraband Lockdown as a hull trait is removed from all ships
A regular Contraband Lockdown is added to the Sergeant-at-Arms
---
Hawkings Retaining Center
New cost to build is 40Mcs and 5 Supplies.
No longer costs any thing to re-educate prisoners.
Each Center can process 1000 POWs
HG can not be re-educated.
A percentage of the personnel will die in the process. That percentage
is effected by the Lawfulness of the race, the lower the Lawfulness,
the more personnel that will die.
This only applies to personnel being re-educated and not those waiting
on the base.
Re-education process generates income based on lizard selling formula
divided by 3.
Cyborg, Robot, Solorian and Crystal prisoners are not re-educateable.
Other nasty things can happen to your base when prisoners are being
re-educated.
---
The AU-147 Arresting Unit was not used, and never achieved it's
designed purpose, so here is the redesign:
Arresting action happens before movement. (So you have to land them
for a turn before they will capture enemies)
Attack setting must be Deep Ground Patrols or better.
Captures 200 colonists, 100 crew, and 5 troops per turn.
Enemy HG are immune and will protect 1,000 Colonist from capture for
each HG.
Arresting Unit combats crime on friendly bases within 200lys.
Attack Air 0
Attack Ground Troops 5
Attack Cities 0
Attack Ground Units 1
Defense From Air Attack 5
Defense From Ground Troops 15
Defense From Ground Units 12
Cost 24
---
The Redistribution Center has become a vital part of the UEA economy.
But some tweaking is needed.
2 Food
1 Supplies
1 MCs
70 Ord
---
Fighting with Insect Natives may or may not work this way. This is the
way is should work and should be made to work if not.
Ground unit will fight first. (Currently PA-245 Battle Mech can kill
1250 insectoids each.)
Fighters in the base will fight second. (Currently C-3 Defender can
kill 800 insectoids each.)
Troops fight third
Crew fight forth
HG will fight fifth
Colonist fight/die last.