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Re: More NRD: Las Planchas



>The Tonka Beans

Backenz to der Geshtahponnen:

The Elmersglus
PRT:  Super Stealth
0 pts. left over

LRT's:  
IFE     [for the fuel mizer and early remote mining and cargo transport at warp
9]
ARM     [build a mining ship for every colony and you don't have to build mines
early]
NRSE     [you need speed and stealth so there's no need for ramscoop engines,
plus for robbing minerals you only need the fuel mizer; combination of effect]
CE     [cheaper engines for the mineral crunch early]
NAS     [you get a penetrating scanner as a PRT bonus]
LSP     [a gimme]

Grav     0.31 g to 3.20 g
Temp     Immune
Rad     56 mR to 84 mR

13% growth rate
[1 in 5 to start, 60% eventually colonizable to green by endgame]

1 resource per 2500 colonists

Factories     15/5/25
1 less kt per factory box checked

Mines     5/15/5
[-m or mineless settings; you'll still build these shitters, unless you can get
germanium elsewhere, hehehehe]

Energy normal
Weapons frillery
Propulsion frillery
Construction cheap
Electronics cheap
Biotechnology cheap
Starting Tech = 0-0-2-0-5-0

Start at Tech 3 box not checked

Notes:
Super Stealth get these variations for their PRT characteristics --

¨       Tech level 5 in Electronics

¨       One scout 

¨       One colony ship

Exclusive Hulls

¨       Rogue hull
[an all purpose ship on the vector of the Privateer and Galleon, with general
purpose, minelaying, and electric slots plus cargo capacity, really replacing
the Galleon, buildable with construction tech 8, or before anybody else gets
galleons, and usable for minelaying, freight in a supply line, and you can
mount weapons on it -- a fantastic hull, a keeper]

¨       Stealth Bomber hull
[a B-17 hull analog carrying 8 bombs but more elec slots than either the B-17
or the B-52, also buildable with construction tech 8 -- another fantastic hull
designated for stealth bombing runs, a keeper]

Exclusive Components

¨       Pick Pocket scanner that sees enemy fleet cargo in same location,
allowing you to steal that cargo using the cargo gauge (and transfer dialog)

[the basic robber item for SS, available to build with Energy tech 4, Electric
tech 4, and Bio tech 4 -- mount one on every Large Freighter or Rogue
Freighter, or keep scout ships with this scanner with every cargo fleet] 

¨       Chameleon scanner with a scanning range of 160[45] plus a 20% cloak

[An Elec tech 6 and Energy tech 3 scanner and cloaking device which has a 45 ly
penetrating scanner ability plus a 20% additive to cloak rating in combination
with other cloaking devices; the Chameleon Scanner makes No Advanced Scanners
LRT nonsensical to choose in the rw for any SS design; or iow, double normal
range scanners with NAS checked plus penscans with the Chameleon Scanner or the
next scanners given to the SS -- mount one in conjunction with the Pick Pocket
Scanner for cargo stealing ability and penscan ability on the same scout ship
heading up any cargo fleet]

¨       Robber Baron scanner that sees enemy fleet cargo and enemy planet
surface minerals

[An advanced version of the Pick Pocket Scanner buildable with Energy tech 10,
Elec tech 15, and Bio tech 10; 120 ly penscan ability and the ability to steal
cargo if mounted on a ship in a fleet with cargo capacity, can we say Rogue
Stealer ship Elmersglus players?  I like dat Rogues Stealers Ships, sounds like
John Cougars!]

¨       Shadow Shield with a strength of 75 plus a 35% cloak

[A little bitty 75 point rated shield available at Elec tech 3 and Energy tech
7, about whick jack can be seen, as it also acts as a 35% rated cloaking
device!  Die another dah-ay, Elmersglus players, and sneak away using the
Shadow Shield, maybe mounted on those Rogues Stealers; sound just like John
Cougars!]

¨       Depleted Neutronium with an armor strength of 200 plus a 25% cloak

[Two armors I can kid around with, the Fielded Kelarium and the Depleted
Neutronium, available at Construction tech 10 and Elec tech 3, one which
combined shielding with ablative armor and this piece of armor in the heartland
of stealth, which combines 200 points of ablative armor with 25% additive to
overall ship cloaking ability.  Check and see if you ah gonna be a footloose
and fancy free Stars! player, in the backseat of Yakki Phasered cars utilizing
the Depleted Neutroniums armors; good sound like John Cougars!]

¨       75% Transport Cloak

[A 75% cloaking device available for your Elmersglus ships with no tech
requirements, but for cargoes only, my friends, for cargoes only, or ships
without any weapons mounted on them iow, oh yeah!]

¨       85% Ultra-Stealth Cloak

[Energy tech 10 and Elec tech 12 exclusive cloaking device rated at 85%,
beating the Super Stealth cloak available to anybody rated at 55%.  Use the
transport cloak for most usages except battle fleets because it is rated better
than the Super Stealth cloak and the Transport Cloak is cheaper to build in
resources and minerals than the Super Stealth Cloak.]

¨       All ships and starbases built by Super-Stealth races have an inherent
75% cloak

Exclusive Abilities

¨       Travel through opponent's mine fields at one warp speed faster than the
limit stated in the Technology Browser

¨       Gain research by spying and combining it with your own research. Gain
resources in each field equal to ½ the average spent in that field by all races
(including yourself) while at least one other race exists

I think the Elmersglus are a better design for SS empire goals even than my
previous SS design in this thread with factory compounding in combination of
effect with stealing germanium from your opponents, friends, and neighbors, as
you can more readily use the germanium in the first turns after "acquiring"
them.  Germanium?  What germanium?  Where do you see a load of germanium that
you think *I* have stolen?

hth, heheheheheheheh


Mark Tiangco '/~'



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