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       #Post#: 7--------------------------------------------------
       Technology
       By: Nerdymidgetkid Date: August 9, 2013, 3:41 am
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       When you start off in this roleplay, you only have the most
       basic of Star Wars technologies. To advance, you must research
       new ones, many of which will give you a great edge over your
       enemies should you get to them first. You can do this by
       allocating DP (Development Points) to researching the techs.
       There are four "fields" of technology: Weapons, Defence,
       Scientific, Shipbuilding.
       Below is a (hopefully) easy to understand technology tree
       depicting all technologies in the roleplay. Please note that the
       starter techs for each area are automatically researched at no
       cost. The techs in bold are infinitely upgradeable.
       [spoiler=Tech Tree][IMG]
  HTML http://i.imgur.com/TegOqU0.png[/img]<br
       />[/spoiler]
       Each technology has a specific cost. The cost of each tech is
       shown in the list below:
       [spoiler=Technology Prices]DP:
       5: Blasters, Starship Turrets
       10:  Basic tech upgrades (Weapon Range increased, damage and
       Rate of Fire increased by 1; Shield Strength increased by 1),
       Light Armour, Droids, Turbolasers
       15: Advanced Blasters, Medium Armour, Astromech/Protocol Droids,
       Battle Droids
       20: Advanced Hyperdrives (And any further upgrades to Hyperdrive
       Speed.) Starship Armouring
       30: Energy Shielding, Starship Shields, Droid Mobilization,
       Medical Bays, Blaster rifles, Sniper rifles, Marine
       Accommodations, Grenades, Hangar Bays, Implants
       45: Tractor Beam, Heavy Armoring, Blast Doors, Weapons
       Integration, Medpacks, Stims/Adrenals, Advanced Blaster Rifles,
       Army Accommodations
       50: Larger upgrades (Range increased, damage increased by 5),
       Explosive Rounds, Incendiary rounds, Bulkheads, Force Fields,
       Cyborgs, Battle Droid Control Centers, Heavy Battle Droids,
       Assault Cannons
       75: Ion Cannon, Proton Torpedoes, Durasteel
       80: Flamethrowers, Bubble Shields
       95: Ray Shields, Cloning
       100: Gravitational Charges [/spoiler]
       And, in case you can't figure out what each tech does, here is a
       description for each. (Note that a lot of these descriptions do
       reference Star Wars the Old Republic, but they should still give
       you a general idea of what they are, and a lot of them are
       pretty self-explanatory for anyone who's seen Star Wars anyway.)
       
       [spoiler=Military Technologies]Blasters: Space guns! These are
       highly recommended for every self-respecting faction. These are
       the types of guns the flesh raiders and tomb looters use.
       Advanced Blasters: These are more like the standard blasters
       used by smugglers and bounty hunters.
       Blaster Rifles: Finally! Millitary Grade weapons! These are the
       kind you’d find a trooper using in the early levels.
       Sniper Rifles: Long range blaster rifles, good for
       assassinations.
       Advanced Blaster Rifles: Level 10+ trooper weapons, much more
       powerful.
       Explosive Rounds: The trooper’s signature move! Blow em up!
       Grenades: Awesome sticky space-grenades that make your target
       flail like a lunatic before they blow up!
       Incendiary Rounds: Plasma based, (I think,) so they’ll burn
       wherever you fire them. These awesome weapons will light up the
       area they land on, but they ain’t cheap!
       Flamethrowers: Awesome bounty hunter wrist flamethrowers!
       Assault Cannons: Massive space miniguns that greatly improves
       the badassness of troopers.
       Starship Turrets: You can now put lasers on fighter-sized ships,
       as well as Millenium Flacon style defence turrets at the
       controls of which your gunners may now yell “yahoo!” and “yeah!”
       Turbolasers: With these much more powerful lasers you can make
       ships specifically designed for war to keep the peace, protect
       your interests and blast the people you don’t like into
       smithereens. Range, damage and rate of fire are infinitely
       upgradeable.
       Missiles: Not featured at all in the actual real Star Wars
       movies, but very numerous in the prequels! Very powerful against
       small ships (unless they spin.)
       Proton Torpedoes: Larger and less accurate but more powerful
       than normal missiles, these things pack a massive punch against
       larger ships and are especially good if you fire them down a
       reactor pump of some sort.
       Seismic Charges: These things are insanely expensive, but
       awesomely effective. Makes you wonder why they didn’t just drop
       one of these into the death star rather than having to aim
       torpedoes down it. Wait, I know why: the rebels didn’t have
       nearly enough MONEY! Seriously, mass production is completely
       impossible, but they can be very effective. Also, one major
       drawback: they’re not very effective against shields. Sorry, but
       I could not allow some stupid prequel weapon to upset the
       balance of power. So, great against fighters, but not against
       shielded targets.
       Tractor beams: As we saw in the Empire Strikes Back, it is
       nearly impossible to hit really manoeuvrable ships with big
       guns. However, if you have a good enough tractor beam, you can
       slow them down and obliterate them. They’re very expensive
       though, and if a ship is manoeuvrable enough  (like, Millennium
       Falcon manoeuvrable,) you probably won’t be able to get a lock
       anyway.
       Ion cannons: Very expensive weapons at the cutting edge of
       design, these things can disrupt shields and other ship systems
       [/spoiler]
       [spoiler=Defensive Technologies]Starship Armouring: Essential
       for combat ships or really any ship you don’t want to be blown
       up. It slows you up, but is great for protecting vital systems
       if the bad guys get through your shields.
       Light armour: Something’s better than nothing. This is like what
       the rebels have.
       Medium Armour: Stormtrooprer stuff, stops blasters from taking
       you out in 1 shot.
       Heavy Armour: SWTOR Trooper type, this is well designed to
       protect vital areas. Low-powered blasters won’t be able to
       penetrate this, and even blaster rifles will need to deliver
       quite a few shots.
       Durasteel: This will improve all our armour, for both ships and
       personnel.
       Bulkheads: Fills the ship with useful doors that can be used to
       stop the whole ship from being decompressed if the hull is
       penetrated. (Force fields can also be used for this but they
       would be much more expensive.) Can also be used to contain
       boarders, like they tried and failed miserably to do on the
       Death Star.
       Blast Doors: Very expensive, but these doors are designed to
       protect vital parts of the ship from, well, blasts. Also
       obviously a very effective defence against attackers. Takes a
       lightsaber or really powerful explosives to get through.
       Energy Shielding: Sets you on the path to be able to shield
       things.
       Force Fields: These things are pretty useful. Low powered ones
       can keep the air in a fighter bay while solids (fighters) can
       still pass through, while more high powered ones can provide an
       effective defence for important entrances.
       Bubble Shields: while the original force fields could only cover
       entrances, bubble shields can prove 360 degrees of protection.
       Perfect for bases, and can even be carried around on the backs
       of weird-alien-dinosaur things to protect your armies.
       Unfortunately though, people can walk through these.
       Ray shields: People can’t walk through these ones!
       Starship Shields: Congratulations, you finally have adequate
       protection against turbolasers! Can be infinitely upgradeable to
       improve strength.
       [/spoiler]
       [spoiler=Scientific Technologies]
       Droids: Basic, normal droids.
       Astromech/Protocol Droids: 3P0 and R2! They are both useful in
       operating your facilities, being able to interface with
       computers and talk to other droids. They also have a much
       greater capacity to think than those dumb Battle Droids. Thank
       the maker for that!
       Battle Droids: Like the much-loved minions of the Trade
       Federation, these droids are designed and programmed to fight in
       whichever way you like. Pros: They can be mass produced in great
       numbers, stored very easily and will do whatever you say. Cons:
       They can’t think independently and make decisions for
       themselves, and some methods can deactivate them without
       striking a blow.
       Droid Mobilization: You can now have droid armies, controlled
       from a sophisticated command centre which can either be on the
       surface or in orbit of a planet.
       Weapons Integration: It’s all very well and good to have droids
       holding guns, but what about having droids whose weapons are
       part of them like those weird blaster arm things the Federation
       has?
       Heavy Battle Droids: They will be no match for droidikas! Note:
       Requires both the Battle Droids and Weapons Integration
       technologies. They are far superior (and far more expensive)
       than their
       predecessors, being able to utilize much heavier weapons and
       shield generators.
       Implants: Uses technological implants to improve physical
       capabilities and badassness.
       Cyborgs: Resistance is Futile!
       Biological Improvements: Puts you on the path to improving your
       biology.
       Medpacks: The scourge of bosses everywhere!
       Stims/Adrenals: Injections which can improve one’s physical
       capabilities for a short time.
       Cloning: You can now create clone armies! Or clone janitors, if
       you so desire. Pros: They can be modified so that they will be
       just as obedient as droids, but can also think for themselves.
       Also, you can’t just deactivate them by getting a code or
       blowing up a ship. Cons: They are much more expensive than
       droids or normal troops and take time to grow.  [/spoiler]
       [spoiler=Advanced Starship Construction]
       Hangar Bays: Allows you to store fighters and other
       non-Hyperdrive craft on your larger ships.
       Medical Bays: Onboard hospitals that can treat your wounded
       soldiers and repair damaged Battle Droids.
       Battle Droid Control Centres: Large, complex facilities that
       allow you to remotely control your battle droid armies. You must
       have at least one ship with these modules onboard in a fleet in
       order for you to deploy battle droids on a planet on which you
       do not have a control centre.
       Marine Accommodation: Extra quarters for marines, which can do
       things such as board enemy ships and protect your ship from the
       same. These are not needed if you are using security droids
       instead.
       Army Accomodation: Large on-board barracks which allow you to
       transport your armies to distant worlds.
       Battle Droid Storage: One of the great things about battle
       droids is that they can be neatly folded up and deactivated
       until they are needed, so the barracks needed to store them are
       much smaller.
       (Requires Droid Mobilization.)
       Advanced Hyperdrives: This tech does nothing by itself, but can
       be infinitely upgraded to improve travel time.  [/spoiler]
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