Weaknesses of the Networkers:
- Cannot be taxed at all.
Tim's Response: OK
My Reply: I didn't see a problem there. It's a big weakness.
- Finite ordinance. They use 1/2 as many beams as any other race because
their shields weaken beam weapons so much they think beams are a waste
of energy.
Tim's Response:
This will be a part of the ship design process.
Ships have large and small weapons,
Max Large Weapons: 20
Max Small Weapons: 30
The large weapons also come in different sizes, you can limit the max
size of a large weapon a ship can have:
Max Large Size: 30 40 50 60 150 700 800 2000
My Reply: I had my design started before reading that Tim was
apparently doing away with the beam and fighter/thorp weapon
division. I compensated to the best of my ability.
- Cloaking a planet cools the planet and Networkers can only cool a planet
to whatever temperature makes the natives most happy. A planet
must be hot to cloak and will only cool until the natives are comfortable
at a rate of 1-4 degrees a turn. Networkers are impervious to climate.
Tim's Response: The ground unit can do this.
My Reply: I designed a building to do this. I modified this plan to
actually cool a planet only until the locals are comfortable.
This adds complexity. Siliconoid worlds couldn't be cloaked.
- No reproduction will occur until a factory has been built. Even their
home world must have natives on it.
Tim's Response: OK
My Reply: This is a limiting effect to counter the advantages I built
into the Networkers. This and No Tax put a severe cap on
Networker capacities so I can go with these ships.
- The Tachyon pulse does not work in their dense shields. The strain of
the shield density increases the potential for a cloak failure in all
races, but prevents decloaking devices from working. Their ships are,
therefore, unprotectable. Cloaked ships in the field will be felt, but
cannot be seen or attacked unless the cloak fails. Towing a Networker
ship allows the ship to be located close enough for an attack.
Tim's Response: OK
My Reply: I gave the Networkers some cloakers. Since this also
applies to the Networker fleet, I could create a cloaking
hyperdrive ship.
- Networker production at factories, mines and starbases will halt if the
natives become unhappy.
Tim's Response: OK
My Reply: A nice balance which requires the Temple ground unit.
- The population which will colonize a planet without natives is too small
for adequate defense of that planet.
My Note: This isn't something which can be desinged in or out.
- Once the enhanced shield fails, their ships have very low masses and most
do not last long.
My Note: I hope I got the masses low, but Tim doesn't seem to have
Designed a reletive shield strength capacity into the new
Host program. I compensated by adding weapons and giving the
ship modifiers adjustments so that the ship takes less than
100% damage. The life support modifier might still be too
high. Networkers don't need life support aside from power.
They do eat, but that's a form of mineral absorption like the
capilary action of plants. They are almost as hard to kill as
rocks.
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