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Posted by: misanthropope
« on: November 22, 2020, 02:08:04 PM »

ive deliberately stopped researching once im in the conquering phase of the game, just to stop the snowball from making the game boring.  you definitely get enough tech from conquests that you don't need much help from ruins.

only building your starting designs and ship classes you capture sounds pretty metal, i may have to try that.
Posted by: Froggiest1982
« on: November 22, 2020, 05:23:34 AM »

I've often considered a WH40k game with no research facilities allowed for the Imperium and any new tech has to be gained via ruins, salvage or intelligence gathering

That does sound super interesting, but you'd need to set the game so there's a LOT of ruins available XD

Maybe that's why there is a setting for it. I as well think it would be a really interesting setup. I am just afraid of all the extra installations you may get.

To make it work ruins should only return science when harvested or may be a different kind of ruins for this purpose.
Posted by: Zincat
« on: November 22, 2020, 05:04:11 AM »

I've often considered a WH40k game with no research facilities allowed for the Imperium and any new tech has to be gained via ruins, salvage or intelligence gathering

That does sound super interesting, but you'd need to set the game so there's a LOT of ruins available XD
Posted by: Steve Walmsley
« on: November 22, 2020, 04:48:41 AM »

I've often considered a WH40k game with no research facilities allowed for the Imperium and any new tech has to be gained via ruins, salvage or intelligence gathering
Posted by: Droll
« on: November 21, 2020, 11:09:17 PM »

Max out railguns and 6-shot gauss with low tech missiles. Conventional Reactors only.

Become slugger, embrace the slug-fest.
Posted by: Froggiest1982
« on: November 21, 2020, 10:54:08 PM »

If you were to create a game with no Weapon Research allowed, what tech and combinations you would go with and how far into the tech?

The settings are to be used in Human vs Human vs Human