IMT Race Change Notes
IMT CN#10
1 Change Metals Exchange parameter power from 0 to 2000, for max metal conversion rate.
IMT CN#9
1a SSS attack bonus drops from 40 to zero (only counts versus ships).
1b SSS beam accuracy drops from 120 to 60 (doubled in host).
1c SSS generator: increase from 10 to 25.
2a BZ missile accuracy drops from 60 to 30 (against fighters).
2b BZ Attack bonus increases from 20 to 100 (against ships).
2c BZ ord load decreases from 300 to 20 (scaling cf ships).
2d BZ armour reduces from 40 to 35 (scale for host fix).
IMT CN#8
Make harder to damage (due to confusing shape).
1a Metro increase speed from 90 to 105 (to match Gotham)
1b Metro drop "vulnerability to weapons fire" Parts from 110 to 15
1c Metro drop "vulnerability to weapons fire" Controls from 40 to 10
1d Metro drop "vulnerability to weapons fire" Engines from 80 to 20
1e Metro drop "vulnerability to weapons fire" Hyperdrive from 100 to 20
1f Metro drop "vulnerability to weapons fire" Life Support from 40 to 20
1g Metro drop "vulnerability to weapons fire" Soft Spot from 3 to 1
London is too light and flimsy
compared to text description and game testing.
Make harder to damage (due to confusing shape).
2a London tow power increased from 2400 to 3600 (to be bigger than
Gotham)
2b London drop "vulnerability to weapons fire" Parts from 100 to 40
2c London drop "vulnerability to weapons fire" Controls from 40 to 20
2d London drop "vulnerability to weapons fire" Engines from 80 to 15
2e London drop "vulnerability to weapons fire" Hyperdrive from 100 to 20
2f London drop "vulnerability to weapons fire" Life Support from 40 to 20
2h London drop "vulnerability to weapons fire" Soft Spot from 3 to 1
2i London warp drag reduced from 100 to 80
2j London replace Crew Abductor with Siren HAARP
3a Increase pod speed from 25 to 40 (compete with high growth races
better)
4a GP replace Fuel Drill (CoM special) with DTMS-N device (standard
device)
4b GP add scalar wave damper
4c GP remove Mobile Fighter(1) Plant
4d GP remove Wildcard#2 & #3 flags (no purpose now, #1 is
Spindizzy)
5a check spelling in Bushwacker Fighting Unit
5b Bushwacker: decrease Attack Troops from 50 to 30 to give it a
purpose (capturing prisoners)
5c Driller Killer: increase Attack Troops from 30 to 100
5d Driller Killer: decrease Defense Units from 150 to 100
5e Driller Killer: decrease Defense Troops from 150 to 100
6a SSS Accuracy beam increases from 50 to 120
6b SSS Range beam increases from 200 to 280
6c SSS Beam power increases from 25 to 26
6d SSS Cost increases from 100 to 125mc
7a VOF leave maximum large weapon mass at 2000 kt (the weapons it
does not mount can be up to 2000)
8a Gotham lower crew from 500 to 250
IMT CN#7
1a New Hull Midshipman's Gig (663) same as Veeps Gig, even the
graphics, but tech 1
1b MG does not have tachyon scanner device
1c MG loses pod compared to VG
1d MG crew size 25
1e MG 1 passenger
2a VG change to hull tech 4
2b VG crew decreases to 25
2c VG loses grav acc device
3a Sheffield speed increases to 40 (to check ramming code)
4a Metro mass is wrong. Change amount of Moly in it from 20 to 40
4b Metro decrease crew from 2,900 to 900
5a London decrease crew from 4300 to 1300
5b London mass is wrong. Increase Trit content to 80, increase Moly to
45.
6a GW increase cost from 1000mc to 3000mc
6b GW remove the Particle Fountain
6c GW decrease crew from 40,000 to 8,000
7a VOF reduce number of Large Weapons to zero
7b VOF reduce number of small weapons to 0
7c VOF remove warp bubble generator
7d VOF increase hull speed to 40 (to check ramming code)
7e VOF increase cost from 5000mc to 15000mc
7f VOF decrease crew from 150,000 to 30,000
7g VOF add 5x100 fighter bays
7h VOF reduce number of PD to 2
8a GP decrease crew from 100,000 to 30,000
9a crew-->troop increase training rates to 25
10a DDD increase attack bonus from 15 to 35
10b DDD increase range beam from 20 to 30
11a SSS increase beam weapon power from 15 to 25
12a Bushwacker reduce cost from 250 to 100
13a Driller Killer reduce cost from 200 to 100
IMT CN#6
IMT
needs an across the board
fighting bonus as attempt to emulate East India Company armed merchant
fleet resulted in total defeat. In a wargame all must have some
teeth. The "40% Attack Bonus during Ram" has been
dropped
and more or less added to the ships as a straightforward bonus to avoid
need for special host code specific to IMT. Many of the hulls were
originally envisaged as being equivalent to Fed ones but only if the
40%
Ram bonus was working. Another major problem discovered during tests
was frequent capture. IMT was always envisaged as being resilient to
boarding, and to compensate for poor anti mine capability, ships' crews
have been boosted so IMT is strong wrt capture. Also at this time the
host coding on VCR combat has been changed requiring some revision of
what is supposed to work.
Current
VG too easy to capture or
kill, should have some of the ram bonus. Scanner range is subject to
debate, ideally should see stuff at 200 near perfectly.
1a VG increase scan range from 200 to 500
1b VG increase attack bonus 20 to 40
1c VG decrease life support damage modifier from 100 to 40
1d VG increase crew from 25 to 50
1e VG increase repair unit capacity from 50 to 150
1f VG increase tractor beam from 0 to 10
Gotham as was turned out to be
*too*
easy to kill. As only minesweeper it needs more iron.
2a Gotham increase scan range from 75 to 130
2b Gotham increase crew from 25 to 500
2c Gotham increase attack bonus from 50 to 70
2d Gotham decrease life support damage modifier from 100 to 40
2e Gotham decrease system damage modifier from 100 to 40
2f Gotham increase repair unit capacity from 250 to 750
Make Sheffield much better at
ramming.
3a Sheffield increase attack bonus from 0 to 40
3b Sheffield increase shield from 310 to 1500
3c Sheffield add min size (10) fighter hanger to Sheffield
This makes it more of an
unknown risk
to attack, as it is normally alone and has poor weapons.
3d Sheffield increase crew from from 1200 to 2500
Metro looks quite promising.
Needs to
be lighter and have more sting though.
4a Metropolis increase attack bonus from 30 to 70
4b Metropolis increase crew from from 700 to 2900
4c Metropolis change life upport damage modifier from 100 to 40
4d Metropolis increase ord capacity from 1000 to 4000
4e Metropolis increase repair capacity from 500 to 750
4f Metropolis decrease number of engines from 2 to 1
London was very disappointing.
Did
not know if it was cheap/cheeful or pocket battleship. Beef it up a
bit, lose some tow power & engines and make it easier to hit
critically.
5a London increase number of small weapons from 1 to 10
5b London increase ord from 4000 to 6000
5c London increase number of point defence slots from 3 to 5
5d London decrease number of engines from 3 to 1
5e London increase number of generators from 1 to 4
5f London increase attack bonus from 0 to 40%
5g London increase crew from 1000 to 4300
5h London decrease life support damage modifier from 100 to 40%
5i London increase soft spot from 1 to 3%
5j London add Ballistic Battle Computer Device
GW turned out not to be a match
for
server other races battleships in sims with current host. Beef up
infrastructure.
6a GW increase attack bonus from 40 to 80
6b GW increase crew from 25000 to 40000
6c GW increase number of small weapons from 0 to 4
6d GW increase power bank from 1000 to 3000
6e GW increase tractor beam from 2400 to 10000
6f GW decrease number of engines from 14 to 10
6g GW decrease engine damage vulnerability from 100% to 80%
VOF needs more self defence
ability in the scrum.
7a VOF increase attack bonus from 0 to 40
7b VOF increase number of small weapons from 0 to 13
7c VOF reduce speed from 50 to 20
8a GP increase attack bonus from 0 to 40
Fix
Scytale 'bang per buck' metrics and makefuel calculations come out
right in current VGAP4
9a DDD decrease cost from 100 to 20
9b DDD decrease combat quickness from 300 to 150
9c DDD increase max fuel from 20 to 100
9d DDD increase range from 45 to 50
Add
(some) more battery power and
make fuel calculations come out right in current VGAP4
10a SSS increase battery from 70 to 100
10b SSS increase beam range from 110 to 200
10c SSS increase max fuel from 20 to 100
10d SSS increase range from 45 to 50
IMT CN#5
Dirac Delta Drone evolves from
useless tinfoil thing, to tinfoil thing with teeth. Needs to get up
real close to do damage, thus very vulnerable, and still dies in
droves, but could now be conceivably useful. Travel range increases to
make it useful guarding areas.
1a Dirac increase Beam Weapons from 10 to 41
1b Dirac increase generator from 5 to 15
1c Dirac increase cost from 32 to 100
1d Dirac reduce beam range to 20
1e Dirac increase combat quickness to 300
1f Dirac increase travel range to 45
Removing
the Great Western Ironclad's
Small Weapons weakened it too much. But it seemed a characterful
change, so we are seeking other ways to toughen it up again. Basically,
it lacked long range weapons and was overly vulnerable to enemy Tachyon
Guns. With the following changes, it should be able to land a fair
number of Photon Torpedoes on enemy ships and put up a better show in
one-on-one "standoff range" battles.
2a Great Western increase Ord to 40,000, so it can fuel its LW's
properly
2b GW increase Power Bank to 1,000
2c
GW increase LW's to 16
Rejected
in favour of 2f, number of
LW's stays at a more sensible 14
2d GW increase PD to 9
2e GW Change "Vulnerability - parts" to 75% (so its armour lasts longer)
2f GW increase attack bonus from 20 to 40.
The
Vegetarian Orbital Fort was also
overly weakened versus other top tech hulls by losing all its small
weapons. But it's not primarily a fighting hull, so the following
changes boost its combat a bit, but not back to its original
awesomeness - the Great Western is now definitely the [affordable]
backbone of the IMT fleet when large hulls are needed.
3a VOF: increase Ord to 100,000
3b VOF: Add Antimatter Maul (superweapon)
4a Great Pyramid: Change "Vulnerability - Parts" to 60%. Massive
tech 10 hulls
should last a tad longer in fights.
5a Gotham: add Mine Sweeping device (note:
not barbitic mine dropper)
6a Veeps Gig: add tachyon scanner
IMT CN#4
1 (all ships) re-list hulls in
tech level by number
2a VG reduce PD to 2
2b VG Increase ord to 250
3a Gotham increase ord to 400
4a Metro increase cargo to 1000
4b Metro increase ord to 1000
4c Metro increase guest to 2000
5a London reduce small weapons to 1
5b London increase large weapons by 1 to 6
5c London increase cargo to 3000
5d London increase ord to 4000
5e London increase guest to 2000
5f London increase crew to 1000
5g London increase cost to 600
6a GW remove all small weapons
6b GW increase number of large weapons by 1 to 14
6c GW increase PD by 1 to 8
6d GW increase repair to 5000
6e GW replace Fuel Drill by Particle Fountain
7a VOF remove all 20 small weapons (for wimps)
7b VOF increase large weapons by 3 to 12
7c VOF remove Metals Exchange Device (not in host yet)
7d VOF increase repair to 50,000 (consider Xtals)
7e VOF Increase crew to 150,000
8a GP increase crew to 100,000
8b GP increase repair to 30,000 (consider Xtals)
8c GP increase power bank to 2500 (c.f. Gorbie)
9a Dirac reduce battery to 25
9b Dirac reduce beam power to 10
9c Stovepipe increase quickness to 150
9d Stovepipe reduce beam power to 15
9e Bismuth reduce quickness to 30
10a Sloane increase cost to 300
10b Bushwacker increase cost x10
10c Driller Killler increase cost x10
10d Sloane increase attack troops to 100
10e Sloane increase attack air to 30
10f Bushwacker increase attack troops to 50
10g Bushwacker increase attack air to 150
10h Driller Killer increase defence troops to 120
10i Driller Killer increase defence mechs to 120
11a IMT disallow Terraformer building
IMT CN#3
1a IMT: Reduce troop combat
rating from 50 to 20.
1b IMT: Increase racial happiness to 150.
2a Bismuth Zeppelin: increase generator to 110 from 67.
3a VOF: remove Warp Bubble Generator.
IMT CN#2
Dirac Delta Drone - Fighter 1
- reduced generator to 5
- increased combat quickness to 45
Now a faster, less hard hitting gadfly of a machine.
Saturday Stovepipe Special - Fighter 2
- increased combat quickness to 85
- increased beam range to 110
- reduce beam power to 20
Now a more dedicated anti-fighter fighter type.
Bismuth Zepplin - Fighter 3
- increased generator to 67
- reduced combat quickness to 40
Now a more wallowing, heavy, hard
hitting slugger in the original Zepplin concept.
IMT CN#1
1a GW reduce cost to 1000 mc.
1b GW add mobile repair plant.
2a London change small weapon count to 7.
2b London add Reticulan Med Lab device.
2c London increase large weapon max size to 150.
2d London increase cargo space to 990.
2e London add Chup/Troop Dust Off device; 10,000 only.
3a VOF add Warp Bubble Generator.
3b VOF add Metals Exchange.
4a Metro add mobile ord plant.
4b Metro add mobile repair plant.
5a GP drill -> particle fountain.
6a VG increase scan range to 200.
7a Sheffield change to 6 PD slots.
7b Sheffield lower cost to 300.