Corion2
by Wuphon's Reach
COrion2.zip (May 1997)
README.NOW - this is the readme file
TIPS.TXT - some tips the author wrote
Unfortunately I haven't found a way to do what I really wanted to do... edit the space / cost starting values for various technology items. You see, I'd like to make it so that phasors, black hole generators, and stellar converters are a good bit larger then they are now - as those (3) items are pretty much super-weapons in the late game. A ship with banks of Auto-Fire Shield-Piercing Phasors, Structural Analyzer, and High-Energy Focus can easily decimate multiple opponents of the same ship class (especially if combined with the Achilles Targeting Unit). One of my late-game doom-stars has 180 Shield-Piercing, Auto-Fire Phasors which is 180 [quantity] x 20 [damage] x 3 [auto-fire] x 1.5 [h.e. focus] x 2.0 [structural analyzer] = 32,400 points of potential damage output. Even late-game doom stars don't stand up to that kind of abuse, even with Xentronium Armor (1500 base points on a doom-star), Reinforced Hull (triples structure points), Heavy Armor (triples armor points) a doom-star only has around 10,500 points. Using a Damper Field reduces the damage taken by 75 percent, which would possibly allow you to survive a mauling by that ship design.
Shield-Piercing Auto-Fire Phasors are a seriously powerful weapon...
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