Archive for the ‘Raw bits’ Category
Posted by TSeeker on Tuesday, April 15th, 2008
Biological drones are the achievement of many years of scientific discovery and advancement; they are produced by humans as a general purpose, low-maintenance workforce.
Appearance
Biological drones were made to look like humans: they were designed to their creators’ image. They have a limited understanding to prevent people from getting worried about what would happen if they should revolt, which explains their blank stares, picturing their stupidity. Moreover they are generally very athletic. In order to further distinguish them from humans, they also bear a specific marking on their face; this marking can’t be removed, even through surgery.
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Tags: biological drones, humans, species, technology
Posted in Raw bits | 6 Comments »
Posted by TSeeker on Wednesday, April 9th, 2008
In Beta 6, an empire’s primary cash reserve is limited to at most 2 billions. All cash earned after this limit is reached will be wasted. In addition, 75% of the empire’s main cash reserve is split between its planets, the exact proportions depending on the planet’s category. When a planet is taken by an enemy, this cash is removed from the victim’s bank; most of it is wasted and just disappears, while a small portion is taken by the victor.
Communications technologies associated with banking technologies allow an empire to access the interstellar bank. This intergalactic facility allows empires to donate money to each other and to get loans, and provides them with two additional accounts onto which they can deposit their money for short- or long-term savings. All of these services depend both on the amount of interstellar bank buildings owned by the empire as well as their type.
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Tags: accounts, banking, donations, interest, intergallactic bank, loans, money
Posted in Raw bits | 7 Comments »
Posted by TSeeker on Friday, March 28th, 2008
We have already mentioned several times in comments that Beta 6 would include more resources than just money. There are in fact several types of natural resources which can be mined from various sources such as nebulae or asteroids. There are 3 different types of resources: gases, minerals and dark matter. While dark matter is a one-of-a-kind resource, gases and minerals come in different sub-types.
Resources are extracted from mines on a planet’s surface, or using mining stations, which are specific space station modules equipped with mining ships; however, to ease the process, the empire never manages these mining ships directly. They are considered a part of the station.
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Tags: asteroids, mining, nebulae, planets, resources
Posted in Raw bits | 6 Comments »
Posted by TSeeker on Monday, March 24th, 2008
The Arc’kha’to, often referred to as controllers, are a species of ugly, parasitic and predatory aliens.
Appearance
It is very hard to describe an Arc’kha’to as most of its appearance is determined by the host it currently uses. However, a host infested with an Arc’kha’to can be identified by the various protuberances and nodes that have pierced the host’s body.
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Tags: aliens, Arc'kha'to, controllers, species
Posted in Raw bits | 7 Comments »
Posted by ju on Thursday, March 20th, 2008
A ship’s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew of officers to fly.
There are two main types of hulls. Standard, mechanical hulls are the most basic option, while it is possible later in the game to create biological ships if the proper technologies have been researched. Biological ships, while leaving slightly less internal space available, are more robust and possess natural regenerative properties; they also include a basic power generation unit.
In addition, it is possible to categorise ship hulls according to their size. Indeed ship hulls come in all sizes and shapes. The size of a ship hull determines how the ship will be used.
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Tags: hulls, ship design, ships, technologies
Posted in Raw bits | 3 Comments »
Posted by ju on Sunday, March 16th, 2008
LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship’s design. These hangar bays allow to carry various smaller ships which don’t have hyperspace engines through hyperspace.
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Tags: hangar bays, ship design, ships, technologies
Posted in Raw bits | 2 Comments »
Posted by ju on Wednesday, March 12th, 2008
As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators.
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Tags: generators, ship design, ships, technologies
Posted in Raw bits | No Comments »
Posted by ju on Saturday, March 8th, 2008
LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship’s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades.
In this first post we introduce the mechanical generators - which are of course specific to mechanical ships. A second, later post will present the other generator types.
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Tags: generators, ship design, ships, technologies
Posted in Raw bits | 2 Comments »
Posted by TSeeker on Tuesday, March 4th, 2008
Missile countermeasures come in various types and shapes; some will disrupt a missile’s guidance system while others will try to get a missile to explode before it can reach its target. Quite obviously, they protect ships against missiles.
Missile countermeasures come in three different types. (more…)
Tags: countermeasures, missiles, ship design, ships, technologies
Posted in Raw bits | 2 Comments »
Posted by ju on Wednesday, February 20th, 2008
Space-time drilling is a technology allowing an alliance to bypass the standard fleet movements rules by jumping to a layer directly without having to go through supergates (it doesn’t allow players to jump to a different protection level tho).
While this very powerful technology has quite a few inconvenients (it costs a lot and presents a variety of risks), it gives an alliance the ability to attack an alliance located on another layer without having to go through potentially dozens of supergates, which can be quite a lengthy process and could alert the target before it’s too late if the fleets are detected on their way.
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Tags: layers, space travel, technologies, universe
Posted in Raw bits | 17 Comments »