PROJECT-X DESIGNER NOTES
Project-X began as an Experiment. The original idea was to see if I could create a New Galaxy based solely on Cadet Sized Ships. However, Project-X soon took on a new life of its own, growing in ways that even I didn’t expect. Now, Project-X is a galaxy full of limitless tactics and possibilities.
The First Change I came up with was Brand New Phasers. I contemplated getting rid of the Standard Phasers (PH-1, PH-2, PH-3) that I originally intended to use and wondered: what if I created my own set of New Phasers? These New Phasers, which started with the PH-V, and expanded into the PH-VI, PH-VII, PH-VIII, PH-IX, PH-X, and More, would enable the Cadet Sized Ships to be able to fight effectively from mid-range. Their Range Brackets were much different from the PH-2 and PH-3, with damage stretched further out.
Instead of using standard Heavy Weapons, like the Photon and Disruptor, as I originally intended, I decided to create my own New Heavy Weapons. This allowed me to incorporate New Features, such as a Double Overload. But the most important change to the New Heavy Weapons is a Subtle One. Instead of a 2:1 Damage to Energy Ratio, my New Heavy Weapons for Project-X would be Slightly Disproportionate in Ratio, allowing for a little bit More Damage for Each Point of Energy. For example, the Republic’s Kinetic Torpedo requires 2 Points to Arm as Standard. Yet Standard scores 5 Points of Damage. Overload requires 3 Points of Arm, but yields 7 Points of Damage. Double Overload requires 4 Points to Arm, but scores 10 Points of Damage. It takes a Sharp Eye to notice this Hidden Change in Project-X.
In Project-X (and a few other Genesis Galaxies), the Rule is that EVERY POINT OF DAMAGE IS ESSENTIAL TO WIN IN COMBAT. While you can argue this is true with Regular Alpha Sector Ships, it is even More True when your ship is Cadet Sized with only 44 Internals (such as the Republic First Cruiser) with Shields ranging from 6-12 Boxes. Now, when that Point of Damage hits your ship, it REALLY Matters. This is one reason why Mid-Range Combat is Normalized within Project-X. When you are able to hit the enemy ship with Phasers from Mid-Range and score even a Point or Two of Damage to his Shields, you have already Reduced Them Significantly. In a standard Alpha Sector battle between Two Heavy Cruisers, that 1-2 Points of Damage from Mid-Range is really inconsequential (mostly because your Shields range from 24-30) in the grand scheme of the combat.
One of the Primary Changes made to make Project-X different from Standard Cadet Ships was to make all the ships “FIRST CRUISERS”, meaning they were first of their kind exploring space and therefore, were VERY LOW TECH. This is Extremely Important. With this Design Philosophy, it was decided that All Phasers in the First Era would NOT have a Capacitor. Points must be allocated directly to each Phaser during Energy Allocation and then used accordingly. It is Essential to note as well that First Cruisers are NOT Early Years Cruisers, nor are they simply Alpha Sector Frigates or Cadet Ships. First Cruisers are their own Unique Entity, different from anything else that has come before.
Which brings up the Next Critical Component of Project-X. It is another Extremely Subtle Design Element. The First Cruiser SSD’s that have thus been created so far Only Comprise the FIRST ERA of Project-X. The keen observer will deduce that there must be Future Era’s in Project-X. This is absolutely Correct. Project-X encompasses TEN ERA’s, of which the FIRST ERA is Only the Beginning. Starting with Extremely Low Tech, the Many Era’s of Project-X will move through many Advances in Technology and Ship Design, culminating with X-Technology (the NINTH ERA) and X2-Technology (the TENTH ERA). These Advanced Era’s will No Longer be Cadet Sized Ships, but would indeed be Standard SFB Sized Ships or Larger. This makes the FIRST ERA Extremely Important, because it sets the Foundation for so much more to come.
Another Very Subtle Design Characteristic of Project-X is that the Galaxy is Full of Major and Minor Empires. This is Very Important to the Background of Each Empire (and ultimately to their Ship Designs). The Minor Empires are Too Weak to stand up to the Major Empires. This means that they will have several choices given the state of the Galaxy. They can Join the Major Empires, they can look for Protection from the Major Empires, they can Wage War against the Major Empires, they can form Alliances with the Major Empires, they can Trade with the Major Empires, they can provide Resources to the Major Empires, and so on, and so on. This Diverse Interaction between the Minor Empires and Major Empires provides a Unique and Interesting Spice to Project-X, making it very curious, tantalizing, dynamic, and imaginative. Some Minor Empires will flat out be destroyed utterly, while other Minor Empires will grow and prosper, mostly under the guidance of the Major Empires. The Major Empires within Project-X are, of course, similar to the Federation, Klingons, Kzinti’s, Gorns, and More.
Truthfully, I could spend ALL of My Energy and Time on Project-X Alone, because there is That Much to the Galaxy. It is Rich with Possibilities and Ideas. Sadly, I was only able to devote a portion of my time to it (since 2016), as I had many other New Galaxies to work on at the same time. It’s time to expand Project-X even further…