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	<title>LegacyWorlds Beta 6 &#187; Raw bits</title>
	<atom:link href="http://blog.legacyworlds.com/index.php/category/game-design/raw-bits/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.legacyworlds.com</link>
	<description>Updates on the new version's design and progress</description>
	<lastBuildDate>Thu, 12 Aug 2010 08:12:33 +0000</lastBuildDate>
	<language>en</language>
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		<title>Species: biological drones</title>
		<link>http://blog.legacyworlds.com/index.php/2008-04-15/species-biological-drones/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-04-15/species-biological-drones/#comments</comments>
		<pubDate>Tue, 15 Apr 2008 08:19:03 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[biological drones]]></category>
		<category><![CDATA[humans]]></category>
		<category><![CDATA[species]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-04-15/species-biological-drones/</guid>
		<description><![CDATA[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&#8217; image. They have a limited understanding to prevent people from getting worried about what would happen [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<h3><span class="editsection"></span><span class="mw-headline"> Appearance </span></h3>
<p>Biological drones were made to look like humans: they were designed to their creators&#8217; 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&#8217;t be removed, even through surgery.</p>
<p><span id="more-34"></span></p>
<h3><span class="editsection"></span> <span class="mw-headline">Behaviour </span></h3>
<p>Each Drone is grown from a batch of genetically engineered cells; these cells are modified with a specific purpose in mind &#8211; heightened strength, improved reflexes&#8230; However, due to the belief that the Drones could complain and possibly turn against their masters if they were too intelligent, much of the drones&#8217; higher brain functions were disabled, which results &#8211; amongst other things &#8211; in a high happiness under most conditions; it would be an impossible task to find a drone who is capable of complaining.</p>
<h3><span class="editsection"></span><span class="mw-headline"> History </span></h3>
<p>Biological Drones were first engineered in a lab, the result of years of scientific advancement in biology and artificial intelligence. The Biological Drone encompasses many different species combined together to obtain a creature which is suitable for working in factories and carrying out jobs that other people simply refuse to even consider. However, fear of the so-called &#8220;Frankenstein syndrome&#8221; caused much debate around the issue; these ethics debates and legal issues were the cause of the final, &#8220;dumbed down&#8221; version.</p>
<h3><span class="editsection"></span><span class="mw-headline"> Individual names </span></h3>
<p>Biological drones, as engineered creatures, are generally considered as inferior by humans and their creators didn&#8217;t feel it was necessary to give them names <em>per se</em>. However each drone is individually identified by a code consisting of:</p>
<ul>
<li> a factory identifier corresponding to the factory it was produced in,</li>
<li> a vat number corresponding to the specific vat of the factory it got out of,</li>
<li> a batch number identifying the batch extracted from this vat they were part of,</li>
<li> a serial number which corresponds to the unique identifier of the drone compared to his batch &#8220;brothers&#8221;.</li>
</ul>
<h2><span class="mw-headline"> In-game effects </span></h2>
<p>To be blunt, Biological Drones are incredibly stupid. They are always happy, even when they are being completely abused as a workforce. Their lack of needs (with the exception of food, of course) make them very hard to corrupt; they are very sensitive to propaganda. The downside is that they are utterly useless as researchers, and that anyone&#8217;s propaganda will work on them. Due to their non-aggressive nature, using them as soldiers is pointless. Their sole purpose is to serve as factory workers, which they do extremely well. The drones&#8217; population growth is completely controlled through laws; they do not prey on anyone, but an unchecked Biological Drones growth can have a devastating effect on other species&#8217; populations in the long run.</p>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Banking</title>
		<link>http://blog.legacyworlds.com/index.php/2008-04-09/banking/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-04-09/banking/#comments</comments>
		<pubDate>Wed, 09 Apr 2008 07:59:06 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[accounts]]></category>
		<category><![CDATA[banking]]></category>
		<category><![CDATA[donations]]></category>
		<category><![CDATA[interest]]></category>
		<category><![CDATA[intergallactic bank]]></category>
		<category><![CDATA[loans]]></category>
		<category><![CDATA[money]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-04-09/banking/</guid>
		<description><![CDATA[In Beta 6, an empire&#8217;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&#8217;s main cash reserve is split between its planets, the exact proportions depending on the planet&#8217;s category. When a planet is taken by an [...]]]></description>
			<content:encoded><![CDATA[<p>In Beta 6, an empire&#8217;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&#8217;s main cash reserve is split between its planets, the exact proportions depending on the planet&#8217;s category. When a planet is taken by an enemy, this cash is removed from the victim&#8217;s bank; most of it is wasted and just disappears, while a small portion is taken by the victor.</p>
<p>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.<br />
<span id="more-36"></span></p>
<h4> Donations</h4>
<p>Donations are the most basic type of service provided by the interstellar bank. This service allows empires to donate money to each other. The transfer is instantaneous, but is subjected to a relatively heavy tax; the more interstellar banks the donating empire possesses, the smaller the tax, although it never gets below 20%.</p>
<h4> Short-term savings account</h4>
<p>This type of account provided by the interstellar bank is the second most basic service available. It allows players to deposit up to 10 billions, and generates relatively low interests. Up to 10% of its contents or, failing that, up to 100 millions can be recovered every 24h, but a heavy tax is applied. In addition, to allow such a fast recovery of money, the local bank buildings store a part of this amount, which means that, like the main cash reserve, some of it can be lost in case of an attack.</p>
<h4> Loans</h4>
<p>The third level of services provided by the interstellar bank are loans. The interest rate for the loan depends of course on the amount itself, the delay before the empire has to start paying back, the daily amount of money the empire pays back, and the number and type of local bank buildings in the empire.</p>
<p>Loans are only payed back if the player has at least one bank building, and are put on hold if no bank buildings are available anymore. When a bank building is again available, the interest rate is higher than it was before.</p>
<h4> Long-term savings account</h4>
<p>This fourth level of services allows the player to posses a new account on which the amount is not limited, except by the game&#8217;s capabilities (i.e. 9.22 * 10^18 &#8230;). These accounts have even lower interest rates, and there is a delay of 7 days for withdrawals. However, no taxes are ever applied when withdrawing from this account. In addition, since the money is stored off-planet, it will never be wasted.</p>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Resources</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-28/resources/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-28/resources/#comments</comments>
		<pubDate>Fri, 28 Mar 2008 11:28:53 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[asteroids]]></category>
		<category><![CDATA[mining]]></category>
		<category><![CDATA[nebulae]]></category>
		<category><![CDATA[planets]]></category>
		<category><![CDATA[resources]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-28/resources/</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p>Resources are extracted from mines on a planet&#8217;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.</p>
<p><span id="more-30"></span>Different types of minerals can be found on both planets and asteroids. To find minerals on a planet, owning it is enough; special agents can also obtain this information from planets owned by other empires, and probes sent to investigate a planet may be able to discover it as well. Minerals in asteroid belts can be located using probes or a mining station&#8217;s scouting abilities. Note that, to spot minerals other than titanium and copper, some technologies may be required. Some resources can be extracted faster than others due to their nature.</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="15%">Name</th>
<th align="left" width="15%">Frequency</th>
<th align="left" width="15%">Extraction rate</th>
<th align="left" width="20%">Sources</th>
</tr>
<tr>
<td>Titanium</td>
<td>Common</td>
<td>Easy</td>
<td>Planets, asteroids</td>
</tr>
<tr>
<td>Copper</td>
<td>Common</td>
<td>Easy</td>
<td>Planets</td>
</tr>
<tr>
<td>Rhebium</td>
<td>Common</td>
<td>Medium</td>
<td>Asteroids</td>
</tr>
<tr>
<td>Strentium</td>
<td>Rare</td>
<td>Medium</td>
<td>Planets, asteroids</td>
</tr>
<tr>
<td>Kirhium</td>
<td>Rare</td>
<td>Hard</td>
<td>Planets</td>
</tr>
<tr>
<td>Rhodunium</td>
<td>Rare</td>
<td>Hard</td>
<td>Asteroids</td>
</tr>
<tr>
<td>Dororhium</td>
<td>Very rare</td>
<td>Futile</td>
<td>Planets, asteroids</td>
</tr>
<tr>
<td>Rhundantium</td>
<td>Very rare</td>
<td>Futile</td>
<td>Asteroids</td>
</tr>
<tr>
<td>Nothentium</td>
<td>Very rare</td>
<td>Diabolically Hard</td>
<td>Planets</td>
</tr>
</table>
<p>All of the game&#8217;s planets and asteroid belts feature some of these resources. However, the less common an element is, the smaller the amount of it which can be found and the lower its regeneration rate.</p>
<p>Gases can only be found in nebulae; in order to first discover a source of some gas, a player has to first send ships or probes to that location, or use a mining station&#8217;s scouting abilities. None of the gases are visible by default, they require at least one of the nebulae extraction technologies.</p>
<table style="margin: 0pt 5%" border="1">
<tr>
<th align="left" width="15%">Name</th>
<th align="left" width="15%">Frequency</th>
</tr>
<tr>
<td>Nerhedion</td>
<td>Common</td>
</tr>
<tr>
<td>Trikantion</td>
<td>Common</td>
</tr>
<tr>
<td>Rhanthion</td>
<td>Rare</td>
</tr>
<tr>
<td>Korion</td>
<td>Rare</td>
</tr>
<tr>
<td>Strivestron</td>
<td>Very rare</td>
</tr>
<tr>
<td>Irunstrion</td>
<td>Very rare</td>
</tr>
</table>
<p>All types of gases are present in a nebula, but the less common a gas is, the smaller the amount. The rate of regeneration depends on the nebula&#8217;s class &#8211; class 8 nebulae will regenerate more than class 1 nebulae. This is balanced in the end as, the higher the class, the less common the nebula type is.</p>
<p>The final type of resource is dark matter. Dark matter can be obtained from the Oort cloud of systems neighbouring a black hole, provided the player has the appropriate technologies. Dark matter can be detected either by probes or by the mining stations&#8217; scouting ability.</p>
<p>The amounts of dark matter available are relatively high around natural black holes, and much smaller around black holes created through the space-time drilling technology. In both cases, the regeneration rate is low.</p>
<p>Do you think there are enough resources? Too many of them? What do you think of the few details included about extracting resources?</p>
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		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>Species: Arc&#8217;kha&#8217;to</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-24/species-arckhato/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-24/species-arckhato/#comments</comments>
		<pubDate>Mon, 24 Mar 2008 14:45:56 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[aliens]]></category>
		<category><![CDATA[Arc'kha'to]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[species]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-24/species-arckhato/</guid>
		<description><![CDATA[The Arc&#8217;kha&#8217;to, often referred to as controllers, are a species of ugly, parasitic and predatory aliens. Appearance It is very hard to describe an Arc&#8217;kha&#8217;to as most of its appearance is determined by the host it currently uses. However, a host infested with an Arc&#8217;kha&#8217;to can be identified by the various protuberances and nodes that [...]]]></description>
			<content:encoded><![CDATA[<p>The Arc&#8217;kha&#8217;to, often referred to as controllers, are a species of ugly, parasitic and predatory aliens.</p>
<h3><span class="editsection"></span><span class="mw-headline"> Appearance </span></h3>
<p>It is very hard to describe an Arc&#8217;kha&#8217;to as most of its appearance is determined by the host it currently uses. However, a host infested with an Arc&#8217;kha&#8217;to can be identified by the various protuberances and nodes that have pierced the host&#8217;s body.</p>
<p><span id="more-28"></span></p>
<h3><span class="editsection"></span><span class="mw-headline"> Behaviour </span></h3>
<p>The Arc&#8217;kha&#8217;to lay eggs in the corpses of other living beings, and the larvae which hatch then attach themselves to living hosts, hijacking their nervous system and taking complete control over their bodies. This very behaviour lead to the term &#8220;controllers&#8221;, which is commonly used by other species when referring to the Arc&#8217;kha&#8217;to.</p>
<p>Controllers are not picky about who they use as hosts and will be quite content to use any possible host, with a preference for relatively bulky hosts which provide them with higher chances of killing others, and therefore of laying the eggs of the next generation of controllers.</p>
<h3><span class="editsection"></span><span class="mw-headline"> History </span></h3>
<p>The oldest known ancestors of the Arc&#8217;kha&#8217;to were brainless parasites which survived merely by attaching themselves to their hosts. Over ages they started linking to the central nervous system of their hosts to better control their actions and thus obtain hosts which behaviour suited their needs. However the range of species controllers manage to parasite is vast; their high adaptability to newly discovered potential hosts make them even more deadly, as it will not take them too long to start controlling members of a species they didn&#8217;t know of.</p>
<p>While it is sufficient for rudimentary communication and very efficient when it comes to motor control, the neural link between an Arc&#8217;kha&#8217;to and its host is not deep enough to allow for advanced reasoning. In addition, their predatory habits tend to have them keep to themselves far from other members of their own species, as they constantly compete for preys. As such no real Arc&#8217;kha&#8217;to culture really emerged and no known internal history of the species has been passed along except through records in other species&#8217; logs, such as spectacular breeding cycles resulting in heavy casualties. The Arc&#8217;kha&#8217;to themselves have long forgotten the name and location of their home world.</p>
<h3><span class="editsection"></span><span class="mw-headline"> Individual names </span></h3>
<p>Just like the name of their own species, Arc&#8217;kha&#8217;to individual names consist in short, guttural sequences of syllables. This is a consequence of their relatively weak connection to the host&#8217;s nervous system.</p>
<h2><span class="editsection"></span> <span class="mw-headline">In-game effects </span></h2>
<p>Due to their predatory and competitive habits, the Arc&#8217;kha&#8217;to tend to use up quite a bit of space &#8211; they don&#8217;t tolerate living too close to each other. Their natural growth rate is low and is very dependent on the availability of preys to eat and lay eggs in. Obviously, members of other species are not too fond of them, both because of their distasteful appearance and because of their tendency to kill you on the spot without warning.</p>
<p>Since they are not too bright because of the weak neural link to their host&#8217;s nervous system, they make poor researchers. This relative stupidity has an advantage, tho, as it makes them almost impossible to corrupt; propaganda is something way too clever to affect them.</p>
<p>Arc&#8217;kha&#8217;to are very efficient factory workers and absolutely brutal soldiers. Being quite undisciplined, they do not tolerate being overworked; furthermore, they don&#8217;t tolerate slavery at all &#8211; you don&#8217;t enslave Controllers, Controllers enslave <em>you</em>. High security doesn&#8217;t please them, as they feel threatened when feeding and/or breeding.</p>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Ship hulls</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/#comments</comments>
		<pubDate>Thu, 20 Mar 2008 06:36:52 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[hulls]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/</guid>
		<description><![CDATA[A ship&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p align="justify">A ship&#8217;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.</p>
<p align="justify">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.</p>
<p align="justify">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.</p>
<p><span id="more-26"></span></p>
<p align="justify">Ships using tiny hulls are appropriate as scouts, or later in the game, when miniaturisation has been perfected, as small fighters. Tiny hulls imply a high maneuverability but a low firepower and protection.</p>
<p align="justify">Small hulls make very good fighters. While still being highly maneuverable, they can support many more components than tiny hulls and are usually somewhat more robust. The default fighter design is based on a small hull.</p>
<p align="justify">Medium hulls are useful to make ground troops carriers, or high-power fighters. They are much less maneuverable by default than their smaller counterparts, but are clearly more robust.</p>
<p align="justify">Big hulls are appropriate for high-powered local defenses, or basic hyperspace-capable carrier crafts. They are about as maneuverable as a fridge, tho. However, they can take a beating before blowing up.</p>
<p align="justify">Huge hulls make excellent capital ships. Their size allows them to be outfitted with lots of weapons as well as hangar bays for smaller ships. While having a very low maneuverability, they are very robust.</p>
<p align="justify">Enormous hulls are, well, enormous. Whatever one might want to put inside a ship, it&#8217;s likely that this type of hull can handle it. However, their maneuverability is low, and while this is amply compensated by their great robustness, they will require a crew to fly.</p>
<p align="justify">Gigantic hulls are almost as big as possible. They are capable of carrying loads of equipment and are highly robust. They require a crew and are not quite maneuverable.</p>
<p align="justify">Colossal hulls are the biggest hulls available. Even gigantic hulls are small compared to these mastodons. Their maneuverability is as low as it gets, and they require a crew. But on the other hand, these can really be made into flying fortresses that can take as much of a pounding as an entire fleet of smaller ships.</p>
<p align="justify">The list of hulls players can use has been divided between mechanical and biological hulls. Both lists are ordered by size.</p>
<p align="justify">The first one deals with mechanical hulls.</p>
<table style="margin: 0pt 25% 0pt 5%" border="1" width="70%">
<tr>
<th align="left" width="150">Name</th>
<th align="center" width="100">Size</th>
<th align="center">Beta 5 equivalent</th>
<th align="center">Available by default</th>
</tr>
<tr>
<td><span class="new">Karakuri</span></td>
<td align="center">Tiny</td>
<td align="center">N/A</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Aegis</span></td>
<td align="center">Small</td>
<td align="center">Fighters</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Gungnir</span></td>
<td align="center">Medium</td>
<td align="center">G.A. ships</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Mistcalf</span></td>
<td align="center">Big</td>
<td align="center">Cruisers</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Talos</span></td>
<td align="center">Huge</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Titan</span></td>
<td align="center">Enormous</td>
<td align="center">Battlecruisers</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Dreadstar</span></td>
<td align="center">Gigantic</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Colossus</span></td>
<td align="center">Colossal</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
</table>
<p align="justify">The second list regroups biological hulls. None of these ships have direct equivalents in Beta 5, and none are available by default.</p>
<table style="margin: 0pt 25% 0pt 5%" border="1" width="70%">
<tr>
<th align="left">Name</th>
<th align="center" width="100">Size</th>
</tr>
<tr>
<td><span class="new">Krill</span></td>
<td align="center">Tiny</td>
</tr>
<tr>
<td><span class="new">Nautilus</span></td>
<td align="center">Small</td>
</tr>
<tr>
<td><span class="new">Narwhal</span></td>
<td align="center">Medium</td>
</tr>
<tr>
<td><span class="new">Wyvern</span></td>
<td align="center">Big</td>
</tr>
<tr>
<td><span class="new">Ouroboros</span></td>
<td align="center">Huge</td>
</tr>
<tr>
<td><span class="new">Kraken</span></td>
<td align="center">Enormous</td>
</tr>
<tr>
<td><span class="new">Hydra</span></td>
<td align="center">Gigantic</td>
</tr>
<tr>
<td><span class="new">Leviathan</span></td>
<td align="center">Colossal</td>
</tr>
</table>
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		<title>Hangar bays</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/#comments</comments>
		<pubDate>Sun, 16 Mar 2008 08:49:56 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[hangar bays]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/</guid>
		<description><![CDATA[LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship&#8217;s design. These hangar bays allow to carry various smaller ships which don&#8217;t have hyperspace engines through hyperspace. The first set of hangar bays is designed for mechanical ships. The various categories of hangar bays have different sizes, allowing [...]]]></description>
			<content:encoded><![CDATA[<p>LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship&#8217;s design. These hangar bays allow to carry various smaller ships which don&#8217;t have hyperspace engines through hyperspace.</p>
<p><span id="more-25"></span></p>
<p>The first set of  hangar bays is designed for mechanical ships. The various categories of hangar bays have different sizes, allowing to carry more or less smaller ships.</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="33%">Name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Hangar bay</span></td>
<td>These basic bays allow to store the minimum number of ships. They are the ones available by default to all players.</td>
</tr>
<tr>
<td><span class="new">Fast deployment bay</span></td>
<td>A better organisation of ships in the hangar allow for more storage capacity.</td>
</tr>
<tr>
<td><span class="new">Robotized bay</span></td>
<td>Progress in robotisation allow ships to be piled inside the hangar bay, while still being able to be deployed at will, thus increasing the number of ships stored.</td>
</tr>
<tr>
<td><span class="new">Subspace compression bay</span></td>
<td>Using advanced phase shifting processes, these bays allow to store several ships at the same physical place in the bay.</td>
</tr>
<tr>
<td><span class="new">Singularity hangar bay</span></td>
<td>Using space-time folding, these bays allow to store more ships in non existent space from our reality point of view, thus having them look as way larger on the inside than they actually look from the outside.</td>
</tr>
</table>
<p>The second set is designed for biological ships. Their biological nature makes them all extensible, allowing them to store more ships than their mechanical counterparts.</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="33%">Name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new"> Ship pouch</span></td>
<td>An area where the smaller ships connect to the mother ship for transport. Its biological nature allows it to expand a lot.</td>
</tr>
<tr>
<td><span class="new">Subspace womb</span></td>
<td>An adaptation of the subspace compression techniques to biological ships.</td>
</tr>
<tr>
<td><span class="new">Singularity womb</span></td>
<td>An adaptation of the singularity hangar bay technology to biological ships.</td>
</tr>
</table>
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		<title>Generators (2/2)</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/#comments</comments>
		<pubDate>Wed, 12 Mar 2008 09:16:10 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[generators]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/</guid>
		<description><![CDATA[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. Biological generators are generators based on biological reactions. They are of course only compatible with biological hulls. Generator name Notes Photosynthetic generator The ship&#8217;s &#8220;skin&#8221; is covered [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p><span id="more-21"></span>Biological generators are generators based on biological reactions. They are of course only compatible with biological hulls.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Photosynthetic generator</span></td>
<td>The ship&#8217;s &#8220;skin&#8221; is covered with photosynthesis-capable cells.</td>
</tr>
<tr>
<td><span class="new">Mytochondrial generator</span></td>
<td>This organ concentrates as many mytochondrions as possible within its cells.</td>
</tr>
<tr>
<td><span class="new">Improved metabolism</span></td>
<td>This special module is not a generator per se; however, adding it on a biological ship causes the ship to create more energy.</td>
</tr>
<tr>
<td><span class="new">Phased mythochondrial generator</span></td>
<td>This organ uses phase-shifting to regroup multiple mytochondrial generators in the same space.</td>
</tr>
<tr>
<td><span class="new">Radiation harvesters</span></td>
<td>A specialized organ of the ship, it harnesses deep space radiation and converts it to energy</td>
</tr>
<tr>
<td><span class="new">Kynetic converters</span></td>
<td>These specialised cells grow onto the ship&#8217;s &#8220;skin&#8221;, where they collect energy from collisions with dust and micro-meteorites.</td>
</tr>
<tr>
<td><span class="new">Magnetic converters</span></td>
<td>This organ extracts energy from magnetic fields the ship flies through.</td>
</tr>
</table>
<p>Zero-point generators rely on advanced knowledge of the universe&#8217;s underlying structure. They are based on advanced concepts and considered to be compatible with both mechanical and biological ships.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Zero-point extractor</span></td>
<td>These generators use vacuum energy &#8211; an underlying background energy that exists in space even when devoid of matter.</td>
</tr>
<tr>
<td><span class="new">Planck extractor</span></td>
<td>A finer version of the zero-point extractor.</td>
</tr>
<tr>
<td><span class="new">Matter converter</span></td>
<td>This generator is able to transform just about anything that has a mass into energy.</td>
</tr>
<tr>
<td><span class="new">Vacuum integrator</span></td>
<td>This generator combines the abilities of the Planck extractor with that of the matter convertor, being able to convert even the smallest amount of matter into energy.</td>
</tr>
</table>
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<p class="printfooter">&nbsp;</p>
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		<title>Mechanical generators</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/#comments</comments>
		<pubDate>Sat, 08 Mar 2008 08:54:34 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[generators]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/</guid>
		<description><![CDATA[LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship&#8217;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 &#8211; which are of course [...]]]></description>
			<content:encoded><![CDATA[<p>LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship&#8217;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.</p>
<p>In this first post we introduce the mechanical generators &#8211; which are of course specific to mechanical ships. A second, later post will present the other generator types.</p>
<p><span id="more-20"></span><br />
Passive generators are generators that collect energy from external sources and convert it.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td>Photovoltaic generator</td>
<td>Basic solar generator, available by default.</td>
</tr>
<tr>
<td>Concentrated solar generator</td>
<td>This high-density photovoltaic generator is able to generate more power by harnessing a wider range of wavelengths.</td>
</tr>
<tr>
<td>Thermoelectric generator</td>
<td>This generator collects heat from the ship&#8217;s hull &#8211; even temperatures slightly above absolute zero are enough.</td>
</tr>
<tr>
<td><span class="new">Solar mass fluctuation generator</span></td>
<td>Uses the fluctuations in solar mass in a way similar to seawave energy harvesting.</td>
</tr>
</table>
<p>Nuclear generators are generators based on nuclear reactions. They are the most basis power source and the first level of nuclear generators is the one available to all players at the beginning of the game.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td>Fission generator</td>
<td>The most basic type of generator; relies on nuclear fission and is quite bulky.</td>
</tr>
<tr>
<td><span class="new">Laser fusion generator</span></td>
<td>This generator uses high-energy lasers to maintain inertial confinement.</td>
</tr>
<tr>
<td><span class="new">Microfission generator</span></td>
<td>This variant of the fission generator is created through the use of more efficient energy collectors. It generates as much power in a much smaller space.</td>
</tr>
<tr>
<td><span class="new">Magnetic fusion generator</span></td>
<td>While more efficient than fission generator, this generator is even more bulky.</td>
</tr>
<tr>
<td><span class="new">Bubble fusion generator</span></td>
<td>This generator generates fusion reactions in bubbles found in a liquid container using sound waves; while much less efficient than other fusion generators, it is also much smaller.</td>
</tr>
<tr>
<td><span class="new">Quark fusion generator</span></td>
<td>This generator uses fusion reactions in a quark-gluon plasma to generate energy.</td>
</tr>
<tr>
<td><span class="new">GraDil fusion generator</span></td>
<td>This generator relies on gravitons and dilatons to create an artificial gravity field used to confine a quark-gluon plasma.</td>
</tr>
</table>
<p>Anti-matter generators are based on matter / anti-matter reactions.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Obliteration generator</span></td>
<td>Matter and antimatter obliterate themselves in a controlled environment to produce energy.</td>
</tr>
<tr>
<td><span class="new">Antimatter harvesters</span></td>
<td>Biological beings that exist between two planes of existence; they are capable of seeing antimatter and can harvest it for use in the ship&#8217;s antimmatter generators.</td>
</tr>
<tr>
<td><span class="new">Anti-particle colliders</span></td>
<td>An improvement on the obliteration generator which uses miniaturised particle accelerators to accelerate both matter and antimatter.</td>
</tr>
<tr>
<td><span class="new">Ambiplasma generator</span></td>
<td>This generator uses ambiplasma, an equal mixture of ionized matter and anti-matter.</td>
</tr>
</table>
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		<title>Missile countermeasures</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/#comments</comments>
		<pubDate>Tue, 04 Mar 2008 08:24:46 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[countermeasures]]></category>
		<category><![CDATA[missiles]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/</guid>
		<description><![CDATA[Missile countermeasures come in various types and shapes; some will disrupt a missile&#8217;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. Anti-missile weapon systems (AMWS) are weapons that try to shoot [...]]]></description>
			<content:encoded><![CDATA[<p>Missile countermeasures come in various types and shapes; some will disrupt a missile&#8217;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.</p>
<p>Missile countermeasures come in three different types.<span id="more-13"></span></p>
<ul>
<li> Anti-missile weapon systems (<em>AMWS</em>) are weapons that try to shoot incoming missiles to destroy them; this type of countermeasure uses a lot of space on board.</li>
<li> Electronic missile countermeasures (<em>EMC</em>) try to fool an incoming missile&#8217;s guidance system to prevent it from reaching its target. They are much smaller than anti-missile weapon systems, however they are very demanding on the ship&#8217;s generators.</li>
<li> Physical missile countermeasures (<em>PMC</em> &#8211; for lack of a better name) use advanced knowledge of the universe&#8217;s structure to get rid of incoming missiles. While these systems use quite a lot of space and energy, they are more efficient than EMCs or AMWSs.</li>
</ul>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="25%">Name</th>
<th style="width: 70px; text-align: center">Type</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Flak batteries</span></td>
<td align="center">AMWS</td>
<td>Shoots explosive devices at short range to destroy incoming missiles.</td>
</tr>
<tr>
<td><span class="new">Point defense missiles</span></td>
<td align="center">AMWS</td>
<td>Uses smaller guided missiles to destroy incoming missiles.</td>
</tr>
<tr>
<td><span class="new">AI laser turrets</span></td>
<td align="center">AMWS</td>
<td>These AI-controlled turrets shoot incoming missiles using a high-energy laser beam.</td>
</tr>
<tr>
<td><span class="new">Droid sentries</span></td>
<td align="center">AMWS</td>
<td>Uses small flying robots that go after incoming missiles.</td>
</tr>
<tr>
<td><span class="new">Guidance systems jammer</span></td>
<td align="center">EMC</td>
<td>Tries to jam the incoming missile&#8217;s guidance system.</td>
</tr>
<tr>
<td><span class="new">Shadows generator</span></td>
<td align="center">EMC</td>
<td>Fools the incoming missile&#8217;s guidance system into thinking it&#8217;s going after many different targets.</td>
</tr>
<tr>
<td><span class="new">Nanites fog</span></td>
<td align="center">EMC</td>
<td>Generates a fog of nanites around the ship that will hack into incoming missiles to disable them.</td>
</tr>
<tr>
<td><span class="new">Picotech fog</span></td>
<td align="center">EMC</td>
<td>Upgrade from the above using picotech.</td>
</tr>
<tr>
<td><span class="new">Layered gravity field</span></td>
<td align="center">PMC</td>
<td>Modifies gravity in a thin layer of space around the ship, causing incoming missiles to detonate as they pass through.</td>
</tr>
<tr>
<td><span class="new">Thin gravity field</span></td>
<td align="center">PMC</td>
<td>Same as above but causing a stronger anomaly in a thinner layer of space.</td>
</tr>
<tr>
<td><span class="new">Phase-shifting cannon</span></td>
<td align="center">PMC</td>
<td>Cannon that shoots incoming missiles, making them shift out of phase with normal space.</td>
</tr>
<tr>
<td><span class="new">Hyperspace projector</span></td>
<td align="center">PMC</td>
<td>Cannon that sends incoming missiles into Hyperspace.</td>
</tr>
</table>
<p>Do you have other ideas of possible missile counter measures?</p>
<p>Do you have ideas of other categories of missile counter measures?</p>
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		<title>Space-time drilling</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-20/space-time-drilling/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-02-20/space-time-drilling/#comments</comments>
		<pubDate>Wed, 20 Feb 2008 10:07:10 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[space travel]]></category>
		<category><![CDATA[technologies]]></category>
		<category><![CDATA[universe]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-20/space-time-drilling/</guid>
		<description><![CDATA[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&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p>Space-time drilling is a technology<a href="https://devel.legacyworlds.com/wiki/index.php/Technologies" title="Technologies"></a> allowing an alliance to bypass the standard fleet movements rules by jumping to a layer directly without having to go through supergates<a href="https://devel.legacyworlds.com/wiki/index.php/Supergate" title="Supergate"></a> (it doesn&#8217;t allow players to jump to a different protection level<a href="https://devel.legacyworlds.com/wiki/index.php/Protection" title="Protection"></a> tho).</p>
<p>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&#8217;s too late if the fleets are detected on their way.</p>
<p><span id="more-17"></span></p>
<p>To use the space-time drilling ability, the first requirement is the construction of ships equipped with space-time-drills<a href="https://devel.legacyworlds.com/wiki/index.php?title=Space-time_drill&amp;action=edit" class="new" title="Space-time drill"></a>. These very cumbersome, power-hungry and expensive pieces of equipment can only be transported by the largest ships. The space-time drills carried by the ships are necessary, but not sufficient to the use of the ability. A drilling control center has to be constructed in the system that will be used as the point of origin; this building can only be constructed on a planet owned by an alliance.</p>
<p>Once driller ships have been brought to the origin system and the drilling center has been built, the alliance must decide which layer the drill is to reach, as well as the approximative location of the fleets when they arrive. The distance between the layers determines the amount of energy drilling will require: the higher the energy, the more ships are needed. Planets in the system being drilled contribute to the amount of energy produced.</p>
<p>After the decision has been taken, the drilling operation is initiated. It lasts quite some time, depending on the amount of energy required. During the drilling process, space-time in the origin system is being heavily modified; any interruption of the process, for example if enough driller ships are destroyed, or the planet on which the control centre is gets captured, the whole system will be destroyed immediately and turn into a black hole.</p>
<p>Once the drilling is complete, all fleets in the system at the time (including enemy ships) are sent to the approximative location selected by the alliance&#8217;s commanders. However, some ships will be lost, some fleets will end up in the wrong layer &#8230; In any case, the origin system is completely destroyed and turns into a black hole.</p>
<p>What do you think of the possibility to go from one layer to another without using supergates?</p>
<p>Do you think the cost (in time, resources, potential losses), the complexity of the process and the required technological level are high enough to avoid having black hole flourishing all around the universe? What would have been the limits you would have defined?</p>
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