Registered: 1375273622 Posts: 2,118
Reply with quote #31
Originally Posted by
Spartak Ragnarok This is wonderful. I personally think the Kraliens are a little more complicated than that (i.e. I think that they do actually have scientists who are able to cobble together FTL starships, but for various reasons these individuals are vanishingly rare relative to other spacefaring races), but this is still the best explanation of them I've seen anybody come up with. Honestly, there is no reason why any species should be its own empire anyway. As far as I know, this is done for simplicity by writers and directors. Tolkien, Roddenberry, and Alex Raymond (creator of Flash Gordon) all did it in books, television, and comic strips respectively. Other universes like Star Wars and Known Space (Larry Niven) have room for all sorts of beings to team up in different combinations, with allegiance defined more by their respective governments than their species. Of course Thom has given us a default vesseldata.xml that classifies enemy units as Kralien, Torgoth, Arvonian, Skaraan, and Ximni, and the canon must works with that. Digression: When I first showed Thom the timeline on pages 53-54 of the Artemis 1.7 manual his comment was something like, "Wow! There sure is a lot of war and not much peace!" He was pointing out that from a socioeconomic viewpoint the timeline was pretty unrealistic. He was right. Almost every race was almost always at war, with very little time to rebuild between wars. This happened because the game mechanics were all about fighting, especially back then. In Artemis, peaceful years are unplayable years. Nevertheless, even the violent timeline includes periods of peace and trade and shifting alliances. It is perfectly reasonable for anyone to acquire any technology at any time. At some point every race is friendly with the Terrans, and the Skaraans are always happy to sell their (or lease) technology to a paying customer. One more thing. When a player ship is shooting at an enemy ship, even a lowly Kralien Cruiser, the Science player gets reports that systems like Torpedo and Warp are damaged on the enemy ship. If you like you can assume that every ship in the game has warp drive and nukes and everything else, they simply don't use them. __________________ "The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight." - Winston Churchill
Registered: 1399599588 Posts: 2,872
Reply with quote #32
Originally Posted by
Mike Substelny One more thing. When a player ship is shooting at an enemy ship, even a lowly Kralien Cruiser, the Science player gets reports that systems like Torpedo and Warp are damaged on the enemy ship. If you like you can assume that every ship in the game has warp drive and nukes and everything else, they simply don't use them. I must admit that even from the beginning I assumed that the enemy ships had Warp or Jump drives, but they couldn't be used in combat. Only the TSN (and the Skaraans, to an even more limited extent) had that capability, and when TSN ships aren't in combat, Warp is capable of going much faster and much farther. Since then my concept of the game universe has evolved to include such things as Jump Gates and restrictions on how close you can be to a system while using various forms of FTL, but the base idea hasn't change. You've reminded me that I want to check that Warp or Torpedo damage still appears on enemy ships, but in the case of Warp, if it is able to be damaged it's a "free" system that can't be used inside the sector. Maybe the Torpedo launcher is for probes or distress beacons.