Torpedoes... Think it's bug... if not it should be... |
So in regards to the Torpedo Tech, (and I apologize if this has already been brought up) why is it that Anti-Matter Torp and Quantum Torp Become Available at level 1, both wiegh 40kt, both start out doing the same damage at the same range (alghough Quantom Progresses Far quicker) and both cost the same. I realize I've changed this is my game, just wondered if any one else knew about this tech mishap?
Possible Mods & A promotion for Captain Kwok
Does anyone remeber the lensman books by E.E. Doc Smith. That universe would be good to mod. Also the universe of the Saga of Seven Suns by Kevin J. Anderson would i think make a superb mod.
On a slightly different topic I think Captain Kwok deserves a field promotion to at least a Major. What does everyone else think? How many people are actually using his brilliant balance mod?

Example of reason for the Balance Mod
Thanks for the compliment scaseman!
The above example is just one of the many reasons why the Balance Mod exists. 
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Lensman Universe
OMG! Talk about one of the best series of war sagas ever written! Some of the technologies and concepts written about there are still on the bleeding edge of physics and science fiction, 50 years later!
I'd love to see some of that technology in a game. Imagine planets being shoved through warp points as guided bombs, anti-matter (produces energy on collision), negative-matter (creates and empty void on collision), and of course, there would have to be a Lensman academy, useful for espionage, psychic abilities, and ultimately, the full power of the children of the Lens (level 100?) that makes a neural net look anemic and could create enhanced coordination beyond just fleets.
Hmm, do I sound enthusiastic? :oD
Chris




And by bug...
I mean annoying. I just didn't know what level to set the Quantam at so I set it at 40 LV's from Anti-Matter... sounded good.